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D&D 3E/3.5 What are your current 3.5 House Rules?


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This is for our new exodus campaign. I guess that being the most experienced gm I've had to formalize the starting structure. Hopefully it is the right blend of guidelines and freedom.

House Rules:

1) 3.5 rules. Suppliments allowed on an ad-hoc basis. TCW and BoVD are most popular with myself.

2) Generate 3 sets of characters using the organic method. Use one set and store the other 2 for replacements. If you lose your other sets you must roll 4d6 in order for any replacements. The first set used will be the best (and most treasured) but I recognize the temptation to lose the less gifted characters and thus the punishing alternative.

3) Reduced hit dice for level 2 onwards. If you don't like your hp roll you can take the next lower die and roll. E.g. d12,d10,d8,d6,d4,d3(this is to give the wizards a better deal),d2. This system still allows diversity while almost ensuring you won't roll a 1. I say almost because the cleric did roll a 1.

4) To hit roll 20 + another 20 + confirmed = instant death. Death by massive damage rule based on size. Deadly stuff because I like deadly in a campaign with "raise dead" and back-up characters

5) Paladin/monk multi-classing restriction removed. Needless flavour rule.

6) New characters come in at the lowest character level -1. I want to encourage raising the character and punishing new characters because the new one breaks the plot progression.

7) Characters must be within 1 step of neutral good and moving beyond one step will make you an npc. In the past character concepts have been so diverse that they haven't made sense hanging out with each other. This is a direct counter-measure that actually seems to be working?

8) Sorcerers get UMD as a class skill. Andy Collins wanted that, I want it and sorcerers deserve it. It just screams sorcerer.

9) Caster levels stack! This is a big one and imnsho still only goes part of the way to redress multi-class spellcasters. Combined caster level only affects spell penetration, duration, effects and range. Essentially I treat caster level the same as we all multi-class BAB and saves.

10) A natural 1 on an attack roll means you must make a DC10 fumble check using only your BAB (anyone with BAB+9 or better never fumbles, only miss). If you fail this and you are threatened you provoke an AoO. If not threatened, you drop your weapon. If without a weapon you fall prone. Only your first primary attack can be fumbled, other attacks only miss. This is still being under trial.

11) House rules to be kept to a minimum due to lots of gm's. I like house rules normally but I have to allow for gm inexperience. Needless to say this statement is looking pretty shaky indeed...

Gm Practices:

1) Round robin gming so every session must be self contained within the agreed overarching plot.

2) Treasure, magic items and equipment is 1/2 randomized and 1/2 customized to specific characters. The campaign is based around an exodus and with everyone fleeing there is little opportunity for trade, but I want some unusual variety.

3) End of session discussion by players (including that sessions gm) to provide the direction for the next gm's session. This allows character choice of direction and minimum gm preparation.

4) Named recurring villain's are to be used actively by the same gm only. Other gm's will probably need to use them in passing. We all need our pet npc's, just so long as we can accept that they may get killed... in a particularly cool epic fashion.
 

FreeTheSlaves said:
10) A natural 1 on an attack roll means you must make a DC10 fumble check using only your BAB (anyone with BAB+9 or better never fumbles, only miss). If you fail this and you are threatened you provoke an AoO. If not threatened, you drop your weapon. If without a weapon you fall prone. Only your first primary attack can be fumbled, other attacks only miss. This is still being under trial.
I use this but just modified a little. Mine is a DC 15 fumble check. Two one's is an automatic fumble.

The modifiers are your BAB + your DEX modifier.

Works good.

Aluvial
 

I have a pet peeve with dexterity being too useful too often. As such I can never bring myself to empower dex any more even in such a minor way.

The DC10 may well be too low, 15 may be better but I'll wait to see how it plays out.
 

This is part setting stuff, part house rules. It's attached, because, well, it's 30 pages long. Just read what you want to.

  • Generic Character Building.
  • Classes (including revised Expert class).
  • Races (Aechan*, Elf*, Gnome, Goblin, Half-Elf, Half-Orc, Minotaur*, Orc, Seela*, Tarrasque*; races marked with an asterisk have racial classes available).
  • Magic (interaction between creatures’ auras).
  • Religions (Elvish pantheon, Gnomish animism, Christianity.
  • Alternate language rules.
 

Attachments


Half-elves get +1 skill point per level, just like humans do.
Half-orcs get a racial bonus of +4 to intimidate checks.
Sorcerers get Eschew Materials for free at first level.

Tumble is an opposed check against a melee attack roll.
Tumbling through an occupied space is only possible with a successful check.

Spell Focus grants a +2 to DC.
Greater Spell Focus is not available.

Bull's Strength, Cat's Grace, ..., Invisibility, Fly, Polymorph have a duration of 10min./level.
Polymorph is a personal spell with Target: You.

Spells from non-3.5 sources are not allowed, but feats and PrC are (generally, with few exceptions), unless there is a 3.5 version, of course.

Bye
Thanee
 

- abilities are rolled 4d6 and discard the lowest, reroll if you don't like
- Paladins are utterly forbidden to lie: lying results in instant irreversible death
- Clerics are considered broken and banned completely
- we have our own version of the Ranger, the current thousands of versions around didn't satisfy our group, and most were broken
- we have about 50 pages of house rules about class skills and skill points, I'll spare you of them
- we use 3.0 version of Eagle Claw Attack
- we have completely banned the longsword, it was broken
- we use a hybrid OD&D/1ed/2ed/3ed/4ed(beta) rule for initiative
- we banned all the broken magic items: currently only +1 clubs and anchor feather tokens are available
- we have completely rewritten all the spells (they were obviouly broken)

Ah, also we play alone, and we feel quite broken about it... :(
 

Li Shenron said:
- abilities are rolled 4d6 and discard the lowest, reroll if you don't like
- Paladins are utterly forbidden to lie: lying results in instant irreversible death
- Clerics are considered broken and banned completely
- we have our own version of the Ranger, the current thousands of versions around didn't satisfy our group, and most were broken
- we have about 50 pages of house rules about class skills and skill points, I'll spare you of them
- we use 3.0 version of Eagle Claw Attack
- we have completely banned the longsword, it was broken
- we use a hybrid OD&D/1ed/2ed/3ed/4ed(beta) rule for initiative
- we banned all the broken magic items: currently only +1 clubs and anchor feather tokens are available
- we have completely rewritten all the spells (they were obviouly broken)

Ah, also we play alone, and we feel quite broken about it... :(

I find the whole game to be broken, so instead I play Monopoly.

Does anyone think The Waterworks is broken?
 


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