House Rules for my game
Aluvial said:
I am really curious to know what other DMs are house rulling for their 3.5 games. Right now I'm attempting to compile a list of the best house rules for the new version.
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Aluvial
Hello all!
Well, I have only a few house rules for my 3.5 game at the moment, but here they are:
(General)
HP - When rolling for hp, all characters receive at least the average of the maximum die roll, rounded up. For example, a cleric, with a d8 for hit dice, always receives at least 5 hp per level (4.5, rounded up). If a player rolls higher than the average for hp, they take their roll. I find that this tends to increase the survivability of low hit die characters (such as wizards and psions) and the characters of players who continually roll poorly for hp. (I have at least one player who never seems to roll higher than 3/4 the die for hp, no matter what character she plays or what set of dice she uses.)
Death - Occurs at -Con instead of -10. I've found that most characters with high hp/con tend to go after the bigger/badder/nastier monsters (and it doesn't help that I tend to send the bigger/badder/naster monsters after characters with higher hp/con) and have found that one good roll on my part can take a character with hp's in the teens or above to past -10 quite easily, especially at higher levels (when fighting even bigger/badder/nastier monsters).
DR - Generally I use the new 3.5 rules for DR, except for magic and epic. These I break down further into the actual plusses. I generally use 5/magic(+1), 10/magic(+2), 15/magic(+3) and the rare (check the 3.5 revision update pdf) 20/magic(+4). My players have not faced anything with damage reduction epic since we've changed over to 3.5, but I plan on continuing with same pattern - 5/epic(+6), 10/epic(+7), etc.
(Race)
Halflings - Halflings in my game have weapon familiarity with halfling war sling and halfling skiprocks. Halflings are the only standard race that do not get a weapon familiarity/proficiency besides 1/2 elves, 1/2 orcs and humans (and humans get that bonus feat!)
(Classes)
Arch-Mage - Since the Archmage can now only take spell power once, I allow the Arch-Mage's spell power to add +1 to the DC of spells and +1 for overcoming SR. I feel that the original 3.0 Arch-Mage is a little overpowered for my taste (It seemed like if you played an arcane spell-caster, spell power+1, +2 & +3 were too good to pass up.) I believe 3.5 took things a little too far with spell power, and so gave back a few bonuses so that it became a useful skill instead of an underpowered one or a "must have" ability.
(Spells)
Haste - As per book, but add the following: If a spellcaster takes no more than a 5-foot step in a round, he can cast two 1 standard action spells that round, provided that one of the spells is no higher than 2nd level. I find that this is very similar to the extra attack a warrior-type gets when using the full-attack action.
That's all for now!
<edited for formatting and adding -Con & DR stuff>