D&D 3.x Still playing 3e? Share your 3.0 and/or 3.5 house rules

I took this from this site many years ago. I truly don't recall what it was then vs how I use it now.
Languages: Languages have ranks.
1 Rank - Knows a very little of the language The PLAYER may not use the letter E when talking in character in this language. Using an E by mistake means the character has flubbed a word.
2 Ranks - Pretty well versed, but not fluent. Same as above, but no Ms instead.
3 Ranks - Fluent, but clearly not native. No penalties, but it is understood that a native speaker will know the difference easily.
4 Ranks - Fluent - all characters get at least one language here for free.
5 Ranks - Advanced academic. Maximum rank that allows some minor bonuses in research situations for as the DM deems fitting.

I have a little system for gaining language skill points based on both INT and Class so that there is no skill point drain.
 

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For the arrow rule, if I were to implement that I think I would only allow 50% recoverable chance happen if the target wasn't wearing armor. Hitting armor, especially heavier armor, the arrowhead is likely to shatter or at least break off of the shaft. If it were straight to flesh I could see it. But counting them as gone is just simpler for me, and arhcery already has a lot of perks.
Not bothering with "did the arrow hit or miss?" when tracking arrow loss is a simplification that makes that tracking much easier in play, and I consider it too harsh to have all arrows be lost when loosed.

I'm not bothered by the 'perks' given archery, especially in a Brotherhood of Rangers campaign where all the PCs are rangers (specifically gestalts of ranger with one other class.)

Is your game set in Greyhawk? I haven't looked back at earlier posts but I feel like you said that.
No, it's in a homebrew setting. All my games are in homebrew settings, because I find setting creation to be fun and easy. Homebrewing settings isn't more work than house-rule modifying an existing setting to my preference, and I find the results to be much more satisfying.
 

I never liked poison doing ability damage either and I am pretty sure I just had "Poison" do HP damage over time back in the day.
I've been toying with the idea of having the more common poisons inflict other 'condition' or 'status' effects, with ability score loss being relegated to poisons that are rare & unususal in game. So a poison might have a fatigued->exhausted->unconscious sequence, or a sickened->nauseated sequence, or even a shaken->frightened->panicked sequence.

Another poison idea I've been toying with is to turn weapon poisons into "sneak attack in a bottle" where a poisoned blade will inflict a one-time boost of so many dice to the first sneak-attack that hits (and where a non-rogue can sneak attack using the poison's sneak damage alone.)
 

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