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Still playing 3e? Share your 3.0 and/or 3.5 house rules
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<blockquote data-quote="Celebrim" data-source="post: 9678209" data-attributes="member: 4937"><p>Start generally with 3.0e as superior to 3.5e</p><p></p><p>1) All characters get bonus hit points based on their current size class, with small characters gaining 4 and medium characters gaining 8. Colossal monsters gain 128 bonus hit points. This mitigates against the need for insanely high HD or CON scores for monsters as well as provides a buffer at low level to extend the sweet spot down to first level. It also largely solves the house cat problem, though it does create a white tail deer problem that you have to not think about too hard (1st level characters are unlikely to hunt a deer, requiring traps to do so, which isn't that unrealistic but is a little unrealistic). </p><p></p><p>2) Spells do not add their level to the DC of saving throws. Monsters do not add half their HD to the DC saving to resist their natural abilities.</p><p></p><p>3) You can't take a 5 foot step to avoid an attack of opportunity unless at the end of the step you would threaten the target. You can stand up without drawing an attack of opportunity.</p><p></p><p>4) There is a +3 flanking bonus if three characters encircle a target. There is a +4 flanking bonus if four characters surround a target.</p><p></p><p>5) Many spells that would replace a skill instead replace that skill with the Scry skill or else give a much smaller bonus to that skill. Spells that allow flying are typically one higher level. Generally, compare the two versions of the spells in 3.0 and 3.5. Take the weaker of the two spells. </p><p></p><p>6) Since there are more skills and skills are generally more important, non-spellcasting classes typically get more skills. For example, Fighters have 5 skill points and Rogues have 13. There are also new classes. Champion replaces Paladin. Hunter replaces Ranger. Shaman replaces Druid. Fanatic replaces Barbarian. There is no Monk class (this is a fighter with a background and a focus in unarmed attacks). There are new classes Paragon, Feyborn, and Explorer. </p><p></p><p>7) There are no PrCs. Multiclassing with a spellcasting class to avoid big caster level penalties involves a feat tree, not a custom PrC for each combination.</p><p></p><p>8) Characters get a destiny points to among other things buy rerolls. They get bonus destiny points equal to their charisma bonus, and recovery destiny points by either gaining a level or accomplishing a personal story goal.</p><p></p><p>9) Sorcerers have a bloodline that determines their known spells and available mutations.</p><p></p><p>10) Clerics get slower spell progression starting with one fewer spell slot at each level.</p><p></p><p>11) There a variety of new generic combat options similar to the ones in 1e Pathfinder but also an offensive fighting stance, flailing, and clinching opponents. </p><p></p><p>And a whole bunch of other balance tweaks, new feats, new spells, etc. But many of the most broken spells that are in the core game just don't even exist. There is also completely different pricing schemes for magic items.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9678209, member: 4937"] Start generally with 3.0e as superior to 3.5e 1) All characters get bonus hit points based on their current size class, with small characters gaining 4 and medium characters gaining 8. Colossal monsters gain 128 bonus hit points. This mitigates against the need for insanely high HD or CON scores for monsters as well as provides a buffer at low level to extend the sweet spot down to first level. It also largely solves the house cat problem, though it does create a white tail deer problem that you have to not think about too hard (1st level characters are unlikely to hunt a deer, requiring traps to do so, which isn't that unrealistic but is a little unrealistic). 2) Spells do not add their level to the DC of saving throws. Monsters do not add half their HD to the DC saving to resist their natural abilities. 3) You can't take a 5 foot step to avoid an attack of opportunity unless at the end of the step you would threaten the target. You can stand up without drawing an attack of opportunity. 4) There is a +3 flanking bonus if three characters encircle a target. There is a +4 flanking bonus if four characters surround a target. 5) Many spells that would replace a skill instead replace that skill with the Scry skill or else give a much smaller bonus to that skill. Spells that allow flying are typically one higher level. Generally, compare the two versions of the spells in 3.0 and 3.5. Take the weaker of the two spells. 6) Since there are more skills and skills are generally more important, non-spellcasting classes typically get more skills. For example, Fighters have 5 skill points and Rogues have 13. There are also new classes. Champion replaces Paladin. Hunter replaces Ranger. Shaman replaces Druid. Fanatic replaces Barbarian. There is no Monk class (this is a fighter with a background and a focus in unarmed attacks). There are new classes Paragon, Feyborn, and Explorer. 7) There are no PrCs. Multiclassing with a spellcasting class to avoid big caster level penalties involves a feat tree, not a custom PrC for each combination. 8) Characters get a destiny points to among other things buy rerolls. They get bonus destiny points equal to their charisma bonus, and recovery destiny points by either gaining a level or accomplishing a personal story goal. 9) Sorcerers have a bloodline that determines their known spells and available mutations. 10) Clerics get slower spell progression starting with one fewer spell slot at each level. 11) There a variety of new generic combat options similar to the ones in 1e Pathfinder but also an offensive fighting stance, flailing, and clinching opponents. And a whole bunch of other balance tweaks, new feats, new spells, etc. But many of the most broken spells that are in the core game just don't even exist. There is also completely different pricing schemes for magic items. [/QUOTE]
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