Still playing 3e? Share your 3.0 and/or 3.5 house rules


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This was a project for me! I started off with simple stuff, like

  • Roll damage at the same time as attack, just in case.
  • Rope Use is included with any other rope-adjacent skill.

But that didn't cut it. There was bloat to trim like prestige classes, warlocks, Incarnum. Too many action types, and everything provoked an attack of opportunity. Which depended on 5 foot increment spacing, which had players counting squares instead of thinking of how to make their turns interesting.

So I got rid of all that.

Feats started becoming a way to do more math or make AoOs take longer. I turned them into perks and drew a line between them and ability scores and skill points.

Watching the DM make rolls (Attack, monster saving throws) meant that PCs weren't rolling, which they love to do. So I made everything an optional roll on both sides. That got rid of "I rolled low, so I miss." Now it's "I rolled low, but the DM could still roll lower!"

Speaking of low rolls, rolling a Fail was incredibly boring, and seemed to mean "nothing happens" or "just roll again." I changed that to a Con, which means the PC tells us what went wrong. The opposite, a Pro, doesn't have to mean a "hit" (especially against ghosts), but the PC makes progress against the opponent and decides what went right!

I tinkered with some other things, like ability scores having a use, active defense, easy-to-read monster sheets. HP as meat or luck? I just got rid of hit points. Why can't the ability score just be the amount of damage you can take?

Well, in the cutting room, I left a LOT on the floor, and spliced in some outside ideas as well. Now it's a different game. The PCs are engaged in every moment of combat. Maths rarely go above 30. Martials and casters are equals. Actions are just actions, and you make your own combos with them. There are no symbols to remember, and no tables to look up. If the GM wants a power to recharge on 5 or 6, she can do it without friction. Maybe best of all, PCs don't worry about dying and making a new character. But I can still get the satisfaction of beating a PC into "mostly dead" status, if bad decisions and/or dice call for it.

So, um, yeah. 3.5 is fun to tinker with!

- unedited. Apologies for typos.
 




And I'm always happy to share. Unless it's coffee. That I share grudgingly.
You share coffee? Insanity!

I've been looking through my old 3e books and, if I run a game, I'm considering using the skill point system of pathfinder. Cross class skills cost 1 point and class skills get a +3 class bonus. Also, INT increases that increase your modifier are retroactive.

I've no idea what, if any, my houserules were back when I was actively playing 3e, but I'm interested in seeing what others use.
 

You share coffee? Insanity!

I've been looking through my old 3e books and, if I run a game, I'm considering using the skill point system of pathfinder. Cross class skills cost 1 point and class skills get a +3 class bonus. Also, INT increases that increase your modifier are retroactive.

I've no idea what, if any, my houserules were back when I was actively playing 3e, but I'm interested in seeing what others use.
I am curious how effortlessly this can actually port into 3.5 (or 3e) without needing to change a ton of things. Off the top of my head you'd just be looking at giving each of the core classes the same class list and skill points as listed in pathfinder, literally porting over everything wholesale. But I am always wary of how dropping in PF stuff might affect unseen things.

But I also have no real issue with the 3.5 skill list and some of what they combined in PF doesn't sit right with me. Yes, I even like spot and listen being separate as well as hide and move silently :)
 

I am curious how effortlessly this can actually port into 3.5 (or 3e) without needing to change a ton of things. Off the top of my head you'd just be looking at giving each of the core classes the same class list and skill points as listed in pathfinder, literally porting over everything wholesale. But I am always wary of how dropping in PF stuff might affect unseen things.

But I also have no real issue with the 3.5 skill list and some of what they combined in PF doesn't sit right with me. Yes, I even like spot and listen being separate as well as hide and move silently :)
I'd be keeping the skill list and number of skill points, just changing how skill points are spent (though I'd be tempted to give fighters and rangers some more skill points).

Prestige classes are what really get affected, though I guess you could say that skill points + class bonus for the minimum skill requirements. I think in PF they just listed the number of skill points so potentially I'd make the same changes there for 3e. Mind you, I'd likely be running just the core books so may not even include prestige classes if we run a game.

I think with some of the skill combinations, PF followed 4e since that consolidated a lot of skills down to a relatively short list.
 

My house rules:
  • Default rules are 3.5e Core Rules (PHB, DMG, MM) plus Living Greyhawk Gazetteer, Deities & Demigods (selected pantheons), MM2-MM5 & FF.
  • From UA, splatbooks, and NetBook of Feats, selected rules only - requested by a player for their PC and approved by DM plus the group. From UA, it's only Caster Levels combine all Arcane or Divine class levels. From splatbooks, we use the Furyondian Warmaster class (the PC had to go to Warmaster college). From NBoF, we used several feats.
  • Homemade rule 1: A feat called Healing Burst, inspired by PF1.
  • Homemade rule 2: Military Scout Ranger class.
    • Access to a new Skill: Knowledge (Military Intelligence): This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). Can attempt to estimate the likely effects of terrain or weather on tactics and movement of military units. Can attempt estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages.
    • Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level): At 1st level, a Ranger may select a type of terrain from the Favored Terrains table. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in Favored Terrain is very good at not leaving tracks: +30 DC for moving at single move/walk speed, +20 DC for double move/hustle, and +10 DC for full run. He can leave a normal trail if he chooses. At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it. Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).
    • Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. As long as they travel with the Ranger, they are as hard to track as the Ranger himself. The ranger can choose for the group, or specific members of the group, to leave an easier trail.
    • Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50): Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list based on your Combat Style.

Healing BurstHomebrew Feat: As a Full Round action, use a Turning slot to create a burst of Positive Energy. Heals all living creatures with 30 ft. centered on you - they gain one hit point per each of your Divine caster levels. This Positive Energy damages Undead within area of effect as well.
Prerequisites: Turn Undead ability, Divine caster level 5.
Source: Homebrew, working from a Pathfinder 1 cleric ability.
 

My house rules:
  • Default rules are 3.5e Core Rules (PHB, DMG, MM) plus Living Greyhawk Gazetteer, Deities & Demigods (selected pantheons), MM2-MM5 & FF.
  • From UA, splatbooks, and NetBook of Feats, selected rules only - requested by a player for their PC and approved by DM plus the group. From UA, it's only Caster Levels combine all Arcane or Divine class levels. From splatbooks, we use the Furyondian Warmaster class (the PC had to go to Warmaster college). From NBoF, we used several feats.
  • Homemade rule 1: A feat called Healing Burst, inspired by PF1.
  • Homemade rule 2: Military Scout Ranger class.
    • Access to a new Skill: Knowledge (Military Intelligence): This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). Can attempt to estimate the likely effects of terrain or weather on tactics and movement of military units. Can attempt estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages.
    • Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level): At 1st level, a Ranger may select a type of terrain from the Favored Terrains table. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in Favored Terrain is very good at not leaving tracks: +30 DC for moving at single move/walk speed, +20 DC for double move/hustle, and +10 DC for full run. He can leave a normal trail if he chooses. At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it. Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).
    • Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. As long as they travel with the Ranger, they are as hard to track as the Ranger himself. The ranger can choose for the group, or specific members of the group, to leave an easier trail.
    • Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50): Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list based on your Combat Style.

Healing BurstHomebrew Feat: As a Full Round action, use a Turning slot to create a burst of Positive Energy. Heals all living creatures with 30 ft. centered on you - they gain one hit point per each of your Divine caster levels. This Positive Energy damages Undead within area of effect as well.
Prerequisites: Turn Undead ability, Divine caster level 5.
Source: Homebrew, working from a Pathfinder 1 cleric ability.
That's a real nice sounding game setup. I haven't looked at NBoF in a long time, there are classes on there?
 

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