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

I would let casters learn elementally altered versions of spells instead of requiring the Metamagic feat. But each elemental variant was a discrete spell, so if you’d only learned the altered version, you couldn’t memorize the original version.

So you had a tradeoff: you could take the feat and have flexibility on the fly, or you could learn multiple versions of the same spell and take a feat you valued more highly.
 

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Something else I've been thinking of doing, for all old-school wizards not just 3e, is allowing arcane spellcasters who prepare spells to simply refresh those spells each morning after a rest without need of a spellbook. They still need their spellbook to prepare spells and if they want to cast more than a single fireball then they'll still need to memorise multiple copies of the spell. Not sure if I'll implement this, but I'm leaning towards it.
 

I started working on- but never completed- an alternative version of Energy Drain:

It would be a 4 step condition degradation. Energy Drain attacks would work by making a PC Fatigued => Exhausted => Staggered => Unconscious. Energy Drain could not kill directly, but could render a character vulnerable to a coup de grace

To clarify- this shouldn't happen on 4 consecutive hits. That would be too much, too fast. It needs to be conditional.

1) Perhaps it takes a crit to bestow the condition- and more powerful Energy Draining undead have better odds of scoring a crit.

2) perhaps an Energy Drain attack only succeeds at draining energy after a failed saving throw.

3) it could be something that requires the undead to expend a resource of its own, like burning one of its "4/day" or "4/Encounter" Drains; etc.

4) perhaps- for certain undead- it could be contiditonal, so that they could Drain only on unholy ground, under a full moon, etc.

5) for truly anathematic creatures whose very existence is an affront to life (major undead, powerful aberrations, certain extraplanar beings), they might even Drain in a continuous aura, and the longer you stay in the aura's radius, the more you are drained (IOW, you must save each round, and if you fail, your condition worsens). Such an aura may even do some HP damage in addition. For such creatures, I would say that either you only need save once, regardless of the number of overlapping auras you encounter, or this kind of aura is limited to unique beings, just for mechanical reasons.

6) it could be a specialized die-roll mechanic: for each event for which an undead could Drain a foe- either by attack or by aura- the DM would roll a special die (let's say it's a d10). Weaker draining undead only actually Drain on a 10, but more powerful ones might drain on a 9, 8, 7, or even a 6.

Overall, this system has 4 main advantages I can see: it would use existing game mechanics without really creating much in the way of new substystems, just a new way to use them; the mechanics match the fluff; the danger is real (for any class); the bookkeeping is minimal.

The main disadvantage is that I’d need to rework spells & items that drain energy, and there’s quite a few of those. That difficulty was the main reason I didn’t finalize this design.
 

Maybe it could be a fortitude save each time you'd be affected rather than a specialised die roll using the same DC as is needed to remove a negative level. That way it uses a current mechanic and scales with the power of the undead creature.
 

You share coffee? Insanity!
I know. But the day often comes when I have coffee needs from others.

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 . . .
Wow, "cross-class skills." That's a can of worms. Besides supporting the existence of a class that draws its identity from the skill-system (ahem, rogue), there's not a very good argument for those. I think I got rid of the CCSs, because if a PC wanted to learn something, "sorry, it's twice as hard" wasn't the best answer.
 

I know. But the day often comes when I have coffee needs from others.


Wow, "cross-class skills." That's a can of worms. Besides supporting the existence of a class that draws its identity from the skill-system (ahem, rogue), there's not a very good argument for those.
In some ways all of the classes draw at least part of their identity from the class system as it folded a lot of what were class abilities and flavor and AD&D into a consolidated system. Ragners with survival for instance (or, in 3e, intuit direction). Each edition got further away from the class niches but the skills system is part of 3e's attempt at keeping some sort of niche in place. I don't think of the cross class skills as "twice as hard to learn" as much as "not as likely that this class should be good at this thing, as this wasn't the niche for this class over the decades".
 



I don't currently play 3.x (I switched to 5e a few years ago), but it was my go-to game for a long time.

- Everybody gets access to the core books. Everybody picks one other book. Everybody builds their PC from that material.

This gives players access to just about everything fun and cool, and still allows fun optimization and exploration. But it puts a cap on the "hunt down every obscure feat/spell/item" rabbit hole of optimization. It also blocks ~90% of the ridiculous combos.

- Natural Spell is a Metamagic Feat instead of a General one. Players must decide when they prepare spells if they will cast them in normal form or alternate form. This helps with some of the alternate form cheese.

- I specifically do not follow the prestige class prerequisite rules from Complete Warrior. They don't help anyone, and go directly against the core books.

- Generally speaking, avoid bringing Immediate Actions into the game if possible. Specifically, keep the original Feather Fall rules.

- No grappling.
 


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