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

For me I never understood people wanting to find ways to let rogues and rangers etc get crits on undead. They don't have vital points in their anatomy, which is what a critical hit is searching for (especially something like a backstab). But I also don't reallyp rescribe to every class needing to be their most useful in every scenario, which seems to be where the sentiment comes from.
I don't want them to get crits on undead, but I do want them to get their class damage bonuses (favored enemy and sneak attack). Critical hits are a matter of luck but those class bonuses are a matter of character skill and knowledge. I want that that sort of character skill and knowledge to have a high value in my game as a counter to the "Magic is trumps" attitude I see not just in 3.x but in the earlier editions of D&D as well.

As for a rationalization, I use "the characters know that these things lack the usual mix of more-vulnerable and less-vulnerable points that living creatures have, so they don't angle to hit the more-vulnerable points in preference to the less-vulnerable ones. And knowing how to adjust their attacks this way gives them their class damage bonuses."
 

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I'll add: I'm unfond of critical hit systems in general, and while I'm not quite annoyed enough by the 3.5e version to reflexively apply a house rule to nerf them (or outright eliminate them), I am toying with a rule that all crit multipliers are reduced by 1 (and since most weapons have a 2x multiplier, that means that most weapons won't do critical hits at all).
 

For me I never understood people wanting to find ways to let rogues and rangers etc get crits on undead. They don't have vital points in their anatomy, which is what a critical hit is searching for (especially something like a backstab). But I also don't reallyp rescribe to every class needing to be their most useful in every scenario, which seems to be where the sentiment comes from.
But do they really not have weak points? How do they get destroyed at all?
Couldn't some skeleton bones be weaker than others, not to mention that in many mythologies, cutting or destroying zombie and vampire heads is a way to kil them. I think you could make a case for ghosts, because they are insubstantial, but physical things tend to have weak points and structurally important points. They don't need to be "vital" in the sense of sustaining life, but they are "vital" for sustaining function.
 

I'll add: I'm unfond of critical hit systems in general, and while I'm not quite annoyed enough by the 3.5e version to reflexively apply a house rule to nerf them (or outright eliminate them), I am toying with a rule that all crit multipliers are reduced by 1 (and since most weapons have a 2x multiplier, that means that most weapons won't do critical hits at all).

Like you I conceptually understand that critical hits are bad for the game, as they always favor the monsters over the PCs. But, while I can understand nerfing them, my solution leans in the other way.

1) Critical hits are one of the ways I can keep martials competitive with non-martials as damage dealers at higher levels.
2) I have a narrative currency in game that players have access to and one of the things it can do is turn a critical hit into a non-critical hit which keeps the PC's from being just randomly squashed by Bugbears or Frost Giants or other monsters can just turn a PC to jelly with a lucky roll. That solves the "die no save" problem represented by critical hits.
 

I posted this in the other 3.x thread, but it's relevant for here. So I'll repost it here, and provide a link to my post in the other thread.


Here's an outline of how I would rebalance 3e core, intending to retain a lot of the 'vibe' of AD&D I'm showing up for, and a relatively small workload. The end result will be nerfed spellcasters in a direction towards AD&Dism, some retained 3.0 elements, cherrypicking PF1 content to add, and some variant rules baked in, with just a little bit of homebrewing required:


Hawkwinter's 3.x Core Rebalance (Outline)
v1.00 (2025-10-24)

Spellcasting
  • (From the 3.Y AD&D Inspired Houserule doc): It takes 10 minutes per Spell Level to prep spells for prepared casters and 5 minutes per Spell Level to recover slots for spontaneous casters. If you use Power Points (Psionics) You recover a max of 100 points per night. (13 per hour)
  • Casting Defensively, and Concentration DCs are done with their tougher PF1 DCs.
  • Ban natural spell, or nerf it severely.
  • All divine casters have the "spontaneous divine casters" variant from UA. No whole-list access for anyone. If you'd normally get a domain or spontaneous spell conversion type feature, you know those spells for free, they don't count as your limited spells known.

Spells
  • Mostly 3.5 spells.
  • Drow have Deeper Darkness as their SLA, not Darkness.
  • Bull's Strength etc either retain their 3.0 version at 1 hour per level, or I split the difference and make them 10 minutes per level.
  • You can only attempt to magically cure injuries once per day. Any damage remaining beyond that, the injured party notes down - they can attempt to heal it further with magic after 24 hours.
  • I don't have a better Polymorph, Remove Disease, or Remove Poison or Remove Curse fix off the top of my head. Could use the PF1 Polymorph, but I don't particularly like it. Maybe a rework of Polymorph based on Savage Species rituals. Remove Disease and Remove Poison and Remove Curse are just generally too reliable at too low a level for too little a cost.
  • Use the expanded "Designing Spells" rule in Ultimate Magic as a core rule, not the less fleshed out one in Tome and Blood.

Classes
This is the part with big changes, with a lot of content importing from PF1 that stays closer to the PHB classes concepts than those later 3.5 book classes do. A little bit of rewriting required for Druid, Fighter, and Paladin.
  • Wizard and Sorcerer: They get a d6 HD. That's it for now.
  • Bard and Barbarian - Maybe they stay the same - Maybe they get some new features ported from PF1.
  • Cleric is subdivided into & replaced with:
    • UA Cloistered Cleric (still with the spontaneous divine casters variant and spellcasting changes above).
    • PF1 Warpriest.
    • PF1 Inquisitor, if I don't merge it with Paladin completely.
  • Druid is subdivided into & replaced with:
    • A UA "Cloistered Cleric" type druid (still with the spontaneous divine casters variant and spellcasting changes above). The druid's wildshape starts with tiny and small size animals only. At level 11 it can do medium animals.
    • A Wildshape focused druid rebuilt built from the PF1 Warpriest Chassis. Perhaps include PF1 style elemental forms, and magical beasts. Who doesn't like an owlbear? Maybe this one can Natural Spell with its delayed spell progression
    • A Beast Master focused Druid inspired by the PF1 Broodmaster Summoner mixed with druid. Druid spell-list with the summoneresque bard progression, still has Summon Nature's Ally spells known automatically (and doesn't get the summon ability or the eidolon features instead getting animal companion features - but not at buffed levels like the Summoner). While no single animal companion can be treated as higher than your level, your effective druid level to divide up is buffed to maybe 1.5x your druid level, or perhaps Druid Level +4. It has the 'Cloistered Druid' nerfed wildshape.
  • PF1 Swaps: Swap Monk for the PF1 Unchained Monk or the PF1 Monk with the Qinggong archetype; same for Unchained Rogue*, PF1 Ranger, and PF1Paladin.
  • Rogue - Skill Unlocks - I'm iffy on those. They often leave me wondering why the functionality requires a special feat (or rogue feature) plus the skill rather than just being part of the skill. If I ended up making the skill unlocks a universal part of having enough ranks, the Rogue's Edge abilities would probably give a nice +4 to +6 to different skills.
  • Ranger and Paladin spellcasting: Ranger and Paladin get the casting progression of Duskblade. Ranger gets a a mix of the Druid and Ranger lists. Paladin gets a mix of the Paladin and PF1 Inquisitor lists.
  • Ranger can choose any animal companion a Druid can, but has the usual -3 Druid level for that selection. "Strong Bond" (Beast Master Ranger again) is available at 12 as an ACF for Camouflage. Ranger can swap the Animal Companion for a PF1 Druid Domain
  • Some Marshal and PF1 Cavalier stuff is made available to Paladin as ACFs.
  • Fighter is tricky to fix with a simple swap out without going for the encounter power guys. It's really just too narrow a focus. Maybe swap it for PF1 Slayer as a base, and then allow some Marshal and PF1 Fighter and PF1 Cavalier stuff to be taken as ACFs.
  • Add in Magus and allow it plain or with the Eldritch Archer archetype for ranged. Adjust spell lists to replace missing PF1 spells as needed.

Prestige Classes
  • Test-Based Prerequisites by default, but if someone wants to try to convince me to let them take one without a test, or wants to learn only one ability from a PrC as an ACF or a Feat or something - I'm available for negotiation. But most characters won't have them without organisational membership or a mentor.

Skills
  • Skills would be the 3.5 list, but they're 1 for 1, max ranks is based on if you've ever taken a level with it as a class skill, for simplicity.
  • Instead of 2/4/6/8 Skill Points per level + Int Mod, you get 5/6/7/9 Skill Points per level + half Int Mod (Round Up).
  • Diplomacy is replaced with either the 3.Y rewrite or the Alexandrian rewrite - or some variant on the PF1 Unchained Influence skill replaces Bluff, Diplomacy, and Intimidate
  • The PF1 Unchained Background Skills variant is also in play.
  • PF1 Unchained Expanded Skill Uses is in play.
  • I'd skim through the d20pfsrd skills looking for additional uses beyond their 3.5 uses and add many of them to the appropriate skills as well.
  • PF1 Unchained Alternate Crafting and Profession are a maybe.
  • Similarly Mongoose Games Designer's Companion "New Uses for Old Skills" - some of those may be worth including.
  • Craft (Trapmaking) in Mongoose Games Designer's Companion.
  • Skill Unlocks (PF1 Unchained) might just be rolled into the skills, buffing skills across the board. Maybe.

Combat
  • 3.0 Combat (with the simpler action types), but with PF1 Revision of Tower Shields and no "Large Long" creatures that have facing.
  • PF1 Unchained Wound Thresholds are in effect.
  • PF1 chart of magic items overcoming named DR types by bonus.
  • Aerial Combat - probably from Mongoose Games Designer's Companion.
  • Called Shots - Games Designer's Companion has some, and there are some in the DMG - I would consider working them in.

Multiclassing Experience Penalties
  • Probably not - but if I did include them, they wouldn't count Prestige Classes.

Wealth By Level
Making sure the players all have adequate gear has always been a big headache. To make it so you don't really need to worry about it:
  • PF1 Automatic Bonus Progression, but:
    • Weapon attunement can be swapped for something useful to casters. Maybe a Pearl of Power type effect of equal gp value.
    • If the player gets a physical magic sword or armour, they trade their +1s for the magic item's named effects. If the magic item is better, they keep the surplus.

Familiars and Animal Companions
  • Perhaps use the PF1 Familiars and Animal Companions. They have a lot of fun ones.
  • Multiple Animal Companions are permitted a la Ranger Beastmaster Archetype - Though perhaps adjusting it per the Encounter level rules rather than a simple division of HD. I'd have to check it first.
  • "Improved Empathic Link" from Beast Master Ranger is available as a combat style (or regular) feat for any character with an animal companion with 3 Druid levels.
  • The PF1 feat Boon Companion is available.
  • Games Designer's Companion has expanded rules for training animals at the back, and I believe there are some in the Arms and Equipment guide as well.

Nonhuman Characters
  • Either use Oslecamo's monster classes (and I may set a minimum number of monster levels for a monster, else require you to play it as a juvenile and age enough to advance it in more levels); or use the GitP LA Reassignments and Negative LA.
  • The Rituals from the back of Savage Species are available.

Other Stuff
  • Dungeon Master's Guide II: Chapter 5 and 6 have good stuff that should have been in the DMG1. That's most of its value though. Contacts are also in UA. and I think in Ultimate Campaign.
  • Ultimate Campaign Downtime and Campaign Systems chapters have some good subsystems. Bargaining in particular.
  • Games Designer's Companion has Merchants and Trading, similar bargaining niche filling.
  • Gamemastery Guide 'Advanced Topics' chapter has some good stuff for chases, disasters, haunts, gambling.
  • Unearthed Arcana's Campaigns chapter as well. Contacts.
  • Cityscape's Houses, Guilds, Organisations, and Churches are good, and they're likely where you'll learn your Prestige Classes from.
  • Cityscape's City Services should have been in the PHB. Useful stuff.
  • City Works has a bunch of useful urban variants, as well as a different Chase system - I would probably use the PF1 Chase system though, with a chase deck.
 
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[*]I don't have a better Polymorph...off the top of my head.

What I use...

ALTER SELF
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the outward appearance of a creature of the same type as your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself. For the duration of the spell, you may switch between forms as a full round action.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire certain physical qualities of the new form while retaining your own mind. These qualities include natural size, mundane movement capabilities such as natural burrowing, climbing, walking, swimming, and flight speeds (maximum speed of 30 feet (clumsy) for flying or 60 feet for nonflying movement), natural weapons (such as claws, bite, and so on), and any gross physical qualities relating to appearance (presence or absence of wings, number of extremities, and so forth). You likewise lose the qualities of your normal form when you make this change. You gain any racial skill bonuses to strength, dexterity, or constitution based skills (maximum +8), but you lose the racial skill bonus to skills of this sort of your natural form. You do not gain the natural armor class of the new form, but you may retain your own. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, poison, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Polymorph Self
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Personal
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level to a maximum of 15 HD at 15th level. You cannot assume a form smaller than two size class below your own nor more than one size class larger than your own, nor may assume an incorporeal or gaseous form. You cannot assume a form you are not intimately familiar with, having spent at least a few hours in observation of either the living creature or its largely intact corpse.
You gain the shapechanger subtype for the duration of the spell, and are treated as having the type of the creature you assume for the purposes of any baneful effect.
While in a particular form you gain the racial type of that form, losing your own racial bonus feats and skills and gaining many racial feats or skill bonuses possessed by the new form. You gain the racial Strength and Dexterity modifiers of the new form, but retain your own Intelligence, Wisdom, Constitution and Charisma scores. In no event may you more than double your own strength or dexterity in this manner. If you are naturally clumsy or weak or unhealthy, then your assumed form will be likewise clumsy, weak, or unhealthy.
You also gain all the movement modes of the new form. You gain all extraordinary abilities possessed by the new form but not any supernatural or spell-like abilities.
You retain your own BAB, base saving throw bonuses, and HD.
Upon assuming your first new form after casting the spell, you heal hit point damage as if you had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further).
As long as the spell duration continues, you may change to a new form once per caster level. Changing shape is a standard action that provokes an attack of opportunity. When you can no longer change form, you must remain in that form until the spell ends. If slain, the subject reverts to its original form, though it remains dead.
Material Component: An empty cocoon.

Polymorph Other
Transmutation
Level: Sha 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes
As polymorph self, except you target a willing or unwilling creature and force them to change to a new shape and the creature once transformed cannot voluntarily change form or regain its former shape.
If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving there from (such as base attack bonus, base save bonuses and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities. A creature so transformed forgets its former life and companions and has all the attitudes and desires typical of a creature of its new form. It strongly resists any attempt to change or cure it but whatever means it has available.
The danger of forgetting your former self does not end. For each day that the creature remains in the new form, it must make another Will save or transform fully into its new form. After one week in the new form, additional saves are made but once per week, and after two months have passed they need be made only once every two months. If at the end of two years, the victim still retains his own mind, no further saves to resist the effect are required.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action. Casters with currently active Polymorph Self can revert to their own or a different shape provided that they passed the Will save to retain memory of who they were.
 

Combat
  • 3.0 Combat (with the simpler action types)
Are the 3.0 action types simpler than 3.5? I think the action type name changes was one of the best things 3.5 did. For anybody who doesn't remember, this is 3.0:
  • Partial Action: As a general rule, a character can do as much with a partial action as a character could with a standard action minus a move. Typically, a character may take a 5-foot step as part of a partial action.
  • Move-Equivalent Action: Move-equivalent actions take the place of movement in a standard action or take the place of an entire partial action. The character can normally also take a 5 foot step.
  • Standard Action: A standard action allows a character to do something and move that character's indicated speed during a combat round. A character can move before or after performing the activity of the action.
  • Full-Round Action: A full-round action consumes all a character's effort during a round. The only movement a character can take during a full- round action is a 5-foot step before, during, or after the action. A character can also perform free actions. Some full-round actions do not allow a 5-foot step.

3.5 core changed the names and definitions ending up with the exact same system that makes sense when you explain it:

  • Standard Action: A standard action allows you to do something, most commonly make an attack or cast a spell.
  • Move Action: A move action allows you to move your speed or perform an action that takes a similar amount of time. You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
  • Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Yes later 3.5 books added swift and immediate, but those are not core and my group never incorporated them.

I also feel that a lot of the PF1e stuff you added just adds more fiddly bits, character options and a bit of power creep, all the opposite direction of AD&D (or even away from 3.0/3.5 core). Some really good stuff in there too. I will be looking at the PF1 concentration and casting defensively DCs.
 

Are the 3.0 action types simpler than 3.5? I think the action type name changes was one of the best things 3.5 did. For anybody who doesn't remember, this is 3.0:
3.5 core changed the names and definitions ending up with the exact same system that makes sense when you explain it:
Huh. You are correct. For some reason I was thinking the move action didn't exist and it was just two partials which could be exchanged in a couple ways.

Yes later 3.5 books added swift and immediate, but those are not core and my group never incorporated them.
Yeah, my homebrew d20 game drops those as well to do something a bit different.

I also feel that a lot of the PF1e stuff you added just adds more fiddly bits, character options and a bit of power creep, all the opposite direction of AD&D (or even away from 3.0/3.5 core). Some really good stuff in there too.
The power creep (versatility creep) is the point. That's why I added PF1 stuff to low tier martials who tend to be bad outside combat, and didn't for the fullcasters. The goal was to try to bring the game closer to the T3/4 gameplay more often. Casters having fewer spells per day and no unlimited list access is meant to help with that by nerfing the casters judiciously.

I did try to avoid too much fiddliness. When I go through the outline and build it as a houserule doc I will check for that again.

I will be looking at the PF1 concentration and casting defensively DCs.
👍
 
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Cleric of a Specific Mythos
Turn/Command Undead is not a class feature. (But can be a granted power of a domain)
Spontaneous caster.
Spells known = Wisdom score de facto, see below.

Spells Known List
Character side: Choose a number of domains equal to (Wis/2).
Immortal/Power side: Provides access to a prioritised list of (Wis/2) domains. Character gains the granted abilities of two domains (player choses).

Additional Domain Examples
Spell Research (Player pick'n choose)
Energy, Entropy, Time, Thought, Matter [Mystaran Immortals]
EarthFire & Soul Crystals (Radiation & Radiance Spells) [Rafiel-Mystara]
Necromantic I (Charonti) [Jakandor]
Necromantic II (Charonath) [Jakandor]
Airships (Alphatia-Mystara), Voidships (Spelljammer), Spaceships (d20/Starfinder1)
Etc...

Feat: Extra Domain
Expands spells known list, but does not provide an additional granted power.
 
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