GrassyKnoll
First Post
This is a list of the House rules we use for our campiagn. There are more to be added, I think our DM is going to add the 'Call' ruling from these boards (sorry, cant remember whos idea it was but will find out and credit accordingly if added).
Character Progression
- Levels require training of one day/total character Level, and 100gp per total character Level. The training can be bypassed by paying double the cost in gp, but only if going up levels in an existing class.
E.g.: 8th Level Warrior going to 9th level can take 9 days training, and pay 900gp, or just pay 1800gp (which is sacrificed to your deity) without any days training to gain this new level. If the Warrior wishes to take a new class, either normal or prestige, he must find someone to train him to do so, and pay the 900gp and train for 9 days.
Whether Prestige or normal class, the cost is the same - 100gp / character level.
- A person progressing into a new character class, Prestige or otherwise, requires training as listed above. There is no current way to bypass this.
E.g.: 8th Level Grassy Knoll advances to 9th level, but decides to switch to a Divine Disciple. He needs to find a Divine Caster who has this prestige class to learn from. He will need to pay 900gp to this trainer, and it will take 9 days.
- Characters can learn classes from one another, e.g. Beard can be taught the Arcane art of the Wizard by Agador. This does not apply to Prestige classes, they are ALWAYS taught by NPC's.
- Hitpoints for new levels are allowed to be rolled again if a roll of '1' is made.
- Intelligence based items DO NOT give skill points retroactively, nor are they considered when going up in levels. i.e At NO point do they give skill points.
Core Book Amendments
Players Handbook - Harm will definatly be changed according to the DM. None of our current players can cast this spell, and this may be changed in line with the 3.5 version when released. Haste and Hold Person (which have both been cast many times) also may change to the 3.5 version as well.
Defenders of the Faith Armour - Most of the armour from this book has been deemed 'broken' by our DM (Haste, Ethereal, etc.) and so is not allowed to be made by any of our craftsmen. Other armours that are not named above need to be confirmed by the DM (that originate in this book) before they can be made.
Armour Hit Points - Implemented from chapter 65 onwards. We have used the recent Sage Advice with regards to Armour Hit points. Armour has 10 hps per AC, and a Hardness of 10 for metal armour, and 5 for non metal.
E.g.: A chain Shirt would have a hardness of 10, and 50 hps. Magical armour adds one hardness and toughness per +1, so the above chain shirt, if +2, would have 12 Hardness and 52 hit points.
Apparently Hitpoints where not included in 3rd edition rules as the writers did not want armour to be sundered, but this left questions as to regards whether a suit of armour would survived a critical failure saving roll against a fireball or lightning bolt for example. With a campaign that has oozes as every other encounter, these rules are greatly needed.
If a suit of armour is damaged, its effective AC is reduced by the amount of damage it has taken divided by 10, rounded up.
E.g.: If a Full suit of Plate, at AC8, 10 Hardness and 80hps takes 55 damage, 10 damage is ignored by the Hardness of the armour, and the remaining 45 damage gets through. The Full Plate now has 35 (80 - 45) hps left and its AC is reduced by 45/10 = 4.5, rounded up to 5. The armour now only provides a bonus of 3 AC instead of its original 8 - it still has a hardness of 10, but only 35hps. Another attack like that and the armour is destroyed.
Magical armour that has been damaged in any way has been allowed to be repaired by using one 'special' sheet of metal (for simplicities sake) that we purchased from the Smithy at Palfrey's keep along with a single casting of the Fabricate spell.
Malhavoc Press - The books 'The Book of Eldritch Might' (Arcane) and 'The Book of Hallowed Might' (Divine) written by Monte Cook, are possibly to be implemented 'as treasure' by the DM, and are currently the only books outside of WotC that are being considered for inclusion into this campaign.
Savage Species, Book of Vile Darkness - Spells from these books are not available to PC's of this campaign, one being overpowered, and the other full of evil spells (which we have happily been told we may see soon.)
Hero XP
'Hero' XP - Implemented from Chapter 66 onwards. Every chapter you get to allocate 50 experience points as a bonus to anyone they deem fit. There MUST be a reason of some kind, either Roleplaying or downright silliness, but points awarded to bolster XP to someone just about to level for this reason alone will have the points removed from them, and possible other repercussions based on the DM's judgment.
Character Creation and Conversion
Conversion from 2nd to 3rd - We used the instructions as given, but multi classed characters (5 people out of 7 in our campaign) where given an additional level in there secondary class. i.e. a 4/4 Wizard fighter in 2nd edition equaled a 4/1 in 3rd edition, so these rules would have made that character a 4/2 Wizard/Fighter.
Character Creation - Rolled with 4d6 discarding the lowest number for each ability score. A second set of numbers is rolled, and the best 'set' of numbers is used (not the best rolls from any set) the original characters also had some leniency with regard to juggling stats (lowering one to raise another), which are not available to any new characters, but possibly to completely new players.
New Character Levels - A new character will join the party at approx. 2 levels lower than the average party member. No prestige classes are allowed currently on a new character that joins, regardless of whether he/she qualifies for it. This is based on the DM's judgment, and can be altered as he sees fit.
Character Possession - New character wealth is judged by the DM and not by the wealth according to the DM's guide - which basically means bugger all
Character Alignment - No evil characters are allowed in this campaign.
Prestige Classes/Feats - Currently no restrictions, as long as the prestige classes come from the core rule books and the class books that are being used. This list currently contains DM's Guide, Players Handbook, Forgotten Realms Core book, Magic of Fearun, Sword and Fist, Song and Silence, Defenders of the Faith, Masters of the Wild, Tomb and Blood, and any upcoming WotC releases. No dragon issues or Net books containing feats/prestige classes are currently permitted, unless specifically allowed by the DM.
Character Progression
- Levels require training of one day/total character Level, and 100gp per total character Level. The training can be bypassed by paying double the cost in gp, but only if going up levels in an existing class.
E.g.: 8th Level Warrior going to 9th level can take 9 days training, and pay 900gp, or just pay 1800gp (which is sacrificed to your deity) without any days training to gain this new level. If the Warrior wishes to take a new class, either normal or prestige, he must find someone to train him to do so, and pay the 900gp and train for 9 days.
Whether Prestige or normal class, the cost is the same - 100gp / character level.
- A person progressing into a new character class, Prestige or otherwise, requires training as listed above. There is no current way to bypass this.
E.g.: 8th Level Grassy Knoll advances to 9th level, but decides to switch to a Divine Disciple. He needs to find a Divine Caster who has this prestige class to learn from. He will need to pay 900gp to this trainer, and it will take 9 days.
- Characters can learn classes from one another, e.g. Beard can be taught the Arcane art of the Wizard by Agador. This does not apply to Prestige classes, they are ALWAYS taught by NPC's.
- Hitpoints for new levels are allowed to be rolled again if a roll of '1' is made.
- Intelligence based items DO NOT give skill points retroactively, nor are they considered when going up in levels. i.e At NO point do they give skill points.
Core Book Amendments
Players Handbook - Harm will definatly be changed according to the DM. None of our current players can cast this spell, and this may be changed in line with the 3.5 version when released. Haste and Hold Person (which have both been cast many times) also may change to the 3.5 version as well.
Defenders of the Faith Armour - Most of the armour from this book has been deemed 'broken' by our DM (Haste, Ethereal, etc.) and so is not allowed to be made by any of our craftsmen. Other armours that are not named above need to be confirmed by the DM (that originate in this book) before they can be made.
Armour Hit Points - Implemented from chapter 65 onwards. We have used the recent Sage Advice with regards to Armour Hit points. Armour has 10 hps per AC, and a Hardness of 10 for metal armour, and 5 for non metal.
E.g.: A chain Shirt would have a hardness of 10, and 50 hps. Magical armour adds one hardness and toughness per +1, so the above chain shirt, if +2, would have 12 Hardness and 52 hit points.
Apparently Hitpoints where not included in 3rd edition rules as the writers did not want armour to be sundered, but this left questions as to regards whether a suit of armour would survived a critical failure saving roll against a fireball or lightning bolt for example. With a campaign that has oozes as every other encounter, these rules are greatly needed.
If a suit of armour is damaged, its effective AC is reduced by the amount of damage it has taken divided by 10, rounded up.
E.g.: If a Full suit of Plate, at AC8, 10 Hardness and 80hps takes 55 damage, 10 damage is ignored by the Hardness of the armour, and the remaining 45 damage gets through. The Full Plate now has 35 (80 - 45) hps left and its AC is reduced by 45/10 = 4.5, rounded up to 5. The armour now only provides a bonus of 3 AC instead of its original 8 - it still has a hardness of 10, but only 35hps. Another attack like that and the armour is destroyed.
Magical armour that has been damaged in any way has been allowed to be repaired by using one 'special' sheet of metal (for simplicities sake) that we purchased from the Smithy at Palfrey's keep along with a single casting of the Fabricate spell.
Malhavoc Press - The books 'The Book of Eldritch Might' (Arcane) and 'The Book of Hallowed Might' (Divine) written by Monte Cook, are possibly to be implemented 'as treasure' by the DM, and are currently the only books outside of WotC that are being considered for inclusion into this campaign.
Savage Species, Book of Vile Darkness - Spells from these books are not available to PC's of this campaign, one being overpowered, and the other full of evil spells (which we have happily been told we may see soon.)
Hero XP
'Hero' XP - Implemented from Chapter 66 onwards. Every chapter you get to allocate 50 experience points as a bonus to anyone they deem fit. There MUST be a reason of some kind, either Roleplaying or downright silliness, but points awarded to bolster XP to someone just about to level for this reason alone will have the points removed from them, and possible other repercussions based on the DM's judgment.
Character Creation and Conversion
Conversion from 2nd to 3rd - We used the instructions as given, but multi classed characters (5 people out of 7 in our campaign) where given an additional level in there secondary class. i.e. a 4/4 Wizard fighter in 2nd edition equaled a 4/1 in 3rd edition, so these rules would have made that character a 4/2 Wizard/Fighter.
Character Creation - Rolled with 4d6 discarding the lowest number for each ability score. A second set of numbers is rolled, and the best 'set' of numbers is used (not the best rolls from any set) the original characters also had some leniency with regard to juggling stats (lowering one to raise another), which are not available to any new characters, but possibly to completely new players.
New Character Levels - A new character will join the party at approx. 2 levels lower than the average party member. No prestige classes are allowed currently on a new character that joins, regardless of whether he/she qualifies for it. This is based on the DM's judgment, and can be altered as he sees fit.
Character Possession - New character wealth is judged by the DM and not by the wealth according to the DM's guide - which basically means bugger all

Character Alignment - No evil characters are allowed in this campaign.
Prestige Classes/Feats - Currently no restrictions, as long as the prestige classes come from the core rule books and the class books that are being used. This list currently contains DM's Guide, Players Handbook, Forgotten Realms Core book, Magic of Fearun, Sword and Fist, Song and Silence, Defenders of the Faith, Masters of the Wild, Tomb and Blood, and any upcoming WotC releases. No dragon issues or Net books containing feats/prestige classes are currently permitted, unless specifically allowed by the DM.