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

Totoro, you're rules were good, but you've completely changed the game! I would think, as a player, I'd have a hard time keeping track of all the cjhanges that you made. I've been trying to reduce the house rules to lessen the amount of confusion my players are going to have while we play the game.
 

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die_kluge said:
Totoro, you're rules were good, but you've completely changed the game! I would think, as a player, I'd have a hard time keeping track of all the cjhanges that you made. I've been trying to reduce the house rules to lessen the amount of confusion my players are going to have while we play the game.

That's what my players say. So I have to scale back the rules I suggest. Players always get a veto of house rules they don't like.
The weapon feats were received well by my friends because they are easy to understand and make sense. The armor rules were only well-received after I drew up a table and showed that most of the armor fit exactly with what was already listed in the PHB (and kepts its name), but the prices changed a little and there were a few more kinds of armor.

And the classes are now being accepted, except for the Wizard/Sorcerer hybrid (I believe because it gets confusing when calculating how many spell slots a wizard gets per day; and because I didn't define the terms "Wizard" and "Sorcerer" very well). So the Wizard and Sorcerer classes are still distinct. Thus, my core classes are actually Champion, Fighter, Swashbuckler, Marksman, Rogue, Wizard, Sorcerer, and Channeler. Someday I hope my friends will start to like the merging of the Wizard and Sorcerer classes, but not today. However, my way of doing specialist wizards was well-received. Moving the flashy classes to prestige classes made a lot of sense to my friends as well (Barbarian--changed name to Berserker, Bard, Cleric, Druid, Monk, Paladin, Ranger). It also resulted in an explosion of divine prestige classes for Channelers to prestige class into than had the feel of the 2e Priest splatbook attempt at individualizing the priests of various faiths. The effect has been wonderful. Champions charge into melee, Marksmen stay away trying to get a shot, Rogues only come in while there are surprised opponents or to flank (toe-to-toe Rogues don't work well since their BAB is as bad as a Wizard's), Channelers "bless" the party before and after combat (not during) and are tempted to take item creation feats to make holy relics (so they have stuff to do in combat)--everything like I prefer.

My original goal with the core classes (other than to make them generic and customizable with feats) was to create classes that scale into epic levels. PHB Rogues stop hitting monsters at 30th level or so unless you use the epic jury-rigging of the rules that ends class-based BAB and class-based saves. I thought that was a pretty lame fix. If every class that fights has a good BAB in at least one type of attack, you don't need that fix. Accordingly, the Champion has good melee BAB, Fighter has good BAB for any attack, Swashbuckler is good with finessed attacks (and ranged attacks if he spends the feats), Marksman is good with ranged attacks, and the Rogue is good when flanking or attacking a flat-footed opponents (even if he can't cause extra damage because of crit immunity). Also, you either get good (+1/level) or bad (+1/2 levels) BAB, so it is easy to calculate your BAB without looking at the book.

The hit point/wound point/ego point system that is associated with saving throws barely made it in (no veto by players). I think it was the silliness of Reflex and Dodge bonus in core rules being distinct that really sold the idea. If you can Dodge, you can "Reflex". (Is that a Duran Duran song?) Unfortunately, the saving throw disparity is still a bit problematic into Epic levels, even with my house rules.
 

Looking through my myriad of Post-It-Notes in my PH and DMG:

PH
Ability Score Generation
Roll 4d6, drop lowest, keeping best six out of seven scores.

Races
Dwarves: Dwarves count as Small creatures for purposes of Vertical Reach. See "Jump" skill.

Classes
Druid: *yoinked* the splitting of Druid Levels for Animal Companions.

Monk: When selecting a monk bonus feat, you can choose a lower-level feat in a higher-level slot. Frex: At level 6, a monk gains a bonus feat chosen from the following list: Imp.Disarm, Imp. Trip, Combat Ref's, Defl. Arrows, Imp. Grapp, or Stunning Fist.

Ranger: Gains a final combat style at level 16. For Archery, you get Improved Rapid Shot, which grants another arrow on top of Rapid Shot, but at BAB - 5. The -2 penalty to all attacks still applies. For Two-Weapon-Combat, you get Superior TWF, which grants a fourth off-hand attack, at -15. All penalties still apply as usual.

Rogue: At level 16 or higher, the Rogue can take Hide in Plain Sight as one of her Special Abilities.

Sorcerer: Eschew Materials at first level. Bonus Item Creation or Metamagic feat every 7 levels (7, 14, 21, ...).

Skills
Craft(any): Instead of being limited to increasing the DC by 10 to aid in quicker crafting, you can increase the DC by any number.

Jump: Dwarves are counted as Small for purposes of Vertical Reach.

Use Magic Device: To allow characters to better use the improved Staffs now (that work off of minimum caster level OR PC's caster level, etc.), you can make a UMD check (UMD_Skill - 20) to emulate a caster level. If you have a high enough CL, you gain the benefits from that. For spellcasters who take UMD, you add your actual caster level to the check.

Feats
Metamagic: Metamagic feats of the same type do not stack, as per v.3.5 rules. However, you can take a feat multiple times in order for it to stack. Frex: take Empower Spell twice, and you can have a 2xEmpowered Spell, for a +4 slot adjustment.

+2/+2 skill Feats: If you can justify a feat providing a bonus to skills, you can have it. Knowledge(XXX) and Craft (Something XXX), but not Use Rope and Hide, for instance.

Greater Rapid Shot:
You can fire another arrow when using Rapid Shot, but at a -5 penalty to the attack roll. All other penalties apply as normal.
Prereqs: Dex 19, PBS, Rap. Shot, Manyshot, BAB +16.
See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Archery.

Superior Two Weapon Fighting
You gain a 4th off-hand attack, at -15. All other penalties apply as normal.
Prereqs: Dex 21, TWF, ITWF, GTWF, BAB+16.
See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Two Weapon Combat.

Item Creation Feats
Scribe Scroll improves to include Brew Potion at Caster Level 3.
Craft Wand improves to include Craft Rod at CL 9, Craft Staff at CL 12.
Craft Arms/Armor improfes to include Forge Ring at caster level 12.

Equipment
Armor: *yoinked* Medium Armor reduces Run speed, but not Tatcial speed.

Combat
Charge: You can charge through Friendly territory.

Grappling: If you have Weapon Finesse, you can use your Dex bonus instead of Str bonus in grapple checks.



DMG
Prestige Classes
Horizon Walker: Copy/Paste the current HzW, but change as follows. Good Fort/Will, +1 Divine Spellcasting, BAB as Cleric (+3/4 level). Additional Requirements: Ability to cast 3rd level divine spells. Essentially, it's tweaked for a Druid.

Magic Items
Use the following table for generation of Magic Item Sizes:
Code:
01-30  Small
31-90  Medium
91-00  Special: See below

Special Size:
01-05  Colossal
06-15  Gargantuan
16-30  Huge
31-70  Large
71-85  Tiny
86-95  Diminutive
96-00  Fine

Magic Armor/Shields: Special Materials.
Code:
01-95  Normal
96-00  Special material.  See below

Special Materials
01-30  Darkwood
31-60  Dragonhide
61-85  Mithril
86-00  Adamantine

Magic Weapons: Special Materials.
Code:
01-95  Normal
96-00  Special material.  See below

Special Materials
01-30  Alchemical Silver
31-60  Cold Iron
61-85  Mithril
86-00  Adamantine

For any magic weapon or armor, you are not required to have a +1 Enhancement bonus in order to have special abilities. For example, you can have a Flaming Longsword, instead of being required to have a +1 Flaming Longsword.
 
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My changes to the core races are in the thread "More Distinct Core Races".

I am tinkering with Sorcerors to make them automatically use the bloodline system in Dragon #311. I give them Eschew Materials for free at first level.

Sorcerors may choose Bluff, Diplomacy, or Intimidate as a class skill, but the other two are cross-class skills. I am considering linking this to their choice of bloodline.

I'm working on making the Monk more flexible, using the Martial Arts feats from OA and trying to remove some of the more blatantly magical abilities, like Etherealness and Abundant Step. My gaming group labors under the delusion that Monks are too powerful-- I don't want to gimp them, but I'd like to see them less magical.

Monk's Wisdom bonus to AC is limited by their Monk level, similarly to the Duelist's Canny Defense.

Fighters, Clerics, and Paladins lose Heavy Armor Proficiency. Fighters gain an extra bonus feat at 3rd level, and Paladins become proficient in Heavy Armor at 5th level.

I've removed every double weapon except the Quarterstaff. I'm still wavering on whether or not to allow the Double Sword.

Tieflings are +2 DEX/INT/CHA. Aasimar are +2 STR/WIS/CHA. When I get the Sorceror settled, any Planetouched will be restricted to the appropriate Sorcerous bloodline. I will design a +1 ECL fey-touched and draconic template. (And convert the Planetouched to ECL +1 templates, as well.)

The Monk and Paladin multiclass restrictions don't apply.

Paladins may be of any Good alignment but must have a specific Code of Conduct. Monks, Druids, Bards, and Barbarians have no alignment restrictions, but a Monk or Barbarian who multiclasses into the other becomes an ex-Monk or Barbarian and loses some class features. (Rage, for Barbarians, and I'm working on what the Monk loses. Still Mind seems good, but isn't enough.)

I've remapped the psionic disciplines so that all of them apply to CON, INT, WIS, or CHA. I give Psions a bonus psionic, metapsionic, or item creation feat at first level and every multiple of five. I'm tempted to use Mindscapes psionic combat, but until I get it figured out, I just scrap psionic combat entirely.

Psionic items can be made out of any material. A psionic weapon penetrates DR X/magic.

Monsters with SR or PR keep their resistance, and also have the other resistance at +/- 5. Detect Psionics is a 1st level Wiz/Sor spell, while Detect Magic is a 1st level Clasen power. Dispel Psionics and Negate Magic are likewise 4th level, and the caster/manifester takes a -2 penalty to his level check.

Vorpal weapons do not exist. For a +1 bonus, you can add +1 to your critical multiplier, and you can do this multiple times.

Critical range increases stack, but after the first, only add one to your critical range. The Weapon Master's +2 bonus is the only exception.

Half-Dragons of any size always have wings. Feral and Reptilian creatures have smaller claw damage, but gain bite attacks.

I use the Dragonstar Galactic Races Lizardfolk.

I'm working on a system for giving non-human languages more flavor, as suggested by Nifft in "Language Flavor".

(I just realized just how many different house rules I use, and most of them are works in progress or minor tweaks. Wow.)

edit: A couple more.

We use 45 point buy for character creation.

Hide in Plain Sight is one of the 10th level Rogue special abilities.

I'm working on balancing LAs for the widely different creature types, since Outsider or Dragon hit dice are worth far more than Giant or Humanoid hit dice. I'm also working on a system that allows high HD races to be effective spellcasters and/or skill characters.
 
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Sorry, I haven't had a chance to comment yet....

All of these are great! I plan on stealing a few here and there of course. My favorites so far are giving sorcerers the eschew components feat for free, and some of the half-elven skill slams! :)

As for myself, I will try to post some of my document when it is finished... some of you will have seen it before... I posted it a while back.... maybe I'll just bring it to the surface...

Thanks, and keep them coming!

Aluvial
 



Korimyr the Rat said:
Fighters, Clerics, and Paladins lose Heavy Armor Proficiency. Fighters gain an extra bonus feat at 3rd level, and Paladins become proficient in Heavy Armor at 5th level.
This is a good idea. Consider it stolen, although I do mean to amend it slightly by heavy armor stackable DR 1/-, so that it really does seem worth a feat.
 


Here are some of my house rules. We still play 3.0, and I'm amazed how many of these changes have been made (or similarly made) in 3.5.

Probably the most controversial thing will the limitation on what classes are available. It's my way of making sure that magic stays low in this campaign. Under these rules, I can still challenge our 8th-9th level party without having to make a bunch of "save or die" type effects. Plus, it effectively eliminates raise dead, teleport, and all the other spells that really tick me off from the game :).

In our past games, by the time we get to 12th-ish levels, the power - especially magical - has been so out of control that they're just not very fun for us. As weird as these may seem, they're working pretty well for us.

What do you guys think? I have a 28-page word file that includes this stuff, campaign background data, and summary of playing sessions if anyone is interested :).

Campaign Rules

CHARACTER-BASED RULES
Character Generation
 Race: Must be human.
 Attributes:
 Initial core characters: base score of 10 in each attribute. Each player receives one +2 card for each attribute and one +2 wild-card. Players may trade cards amongst themselves.
 New characters for new players: hat includes two cards for each attribute and one wild card, player may choose seven cards from hat.
 Replacement of characters: put previous character’s card in hat. The hat also includes one +2 card for each attribute. Player may choose seven cards from hat.
 Characters add a +1 to each attribute every two levels. No more than half these points may be allocated to any one attribute (except at 2nd level).
 Class:
 At first level, character must choose one of: Woodsman (ranger), Armsman (fighter), Sneak (rogue), or Minstrel (bard). At least half of levels must always be in that class. The campaign version of ranger used will be Monte Cook’s version.
 Characters may generally gain levels in only one prestige class. All requirements must be met to enter a prestige class.
 The psionic classes, barbarian class, and monk class are unavailable.
 Equipment: Initial core characters begin with only slaves’ clothes, having no equipment of any sort. Subsequent characters will be decided upon.
 Level: Initial core characters begin at 3rd level. Subsequent characters will be decided upon.
 Alignment: Non-evil.
 Books/source material available: DM must approve availability of any classes, feats, skills, etc. not in the players handbook.
 Background information: The DM will award permanent XP percentage bonuses for background information. As always, some character-specific traits would be appreciated, but not to the degree formerly requested. In particular, the DM would appreciate names and basic relationships with a list of 5-15 NPCs who have some meaning in the character’s life. An ideal mix would include the names of, brief descriptions, and summary relationships with family members (I haven’t seen my saint of a mother Mary Cumberson in 3 years, since the slavers grabbed her one night), childhood friends (“Old” Biggs was like a little brother, he could whup up on anybody he ever cared to, I sure hope he’s doing well), enemies (that worthless :):):):)head John Crasburn who knocked up my sister and ran out on her, or my Mama Yarn Oldsly who ran out on us when I was eight), and mentors (old Gabby Johnson taught me everything I know about tracking, that self-righteous old bastard, may the racist bastard rot in hell).

Base Saving Throw Bonuses
 Fort: str+con.
 Ref: int+dex.
 Will: wis+cha.

New Feat Rules
 The feat Weapon Finesse applies to all applicable weapons, rather than to a specific weapon.
 Two Weapon Specialist – Fourth level fighters or rangers who already have the ambidexterity and two-weapon fighting feats may gain a feat called Two-Weapon Specialist that reduces penalty for attacking with two weapons by two. This feat may be taken with a fighter/ranger bonus feat. Characters with this feat may use a shield as an offensive weapon while retaining its AC bonus.
 Block – Characters with the Two-Weapon Specialist feat may gain a feat called Block. The Block feat allows the character to forego attacks on his turn, and to use those attacks later in the round to block attacks that would otherwise be hits against him. The blocking character receives a –4 penalty for each size difference between the opposing weapons. The character must be using a weapon in each hand to use this feat. This feat may be taken with a fighter’s bonus feat.
 Dodge – The dodge feat gives a +1 to AC against all attacks and can be taken multiple times.
 Power Attack – When used with two-handed weapons, the damage bonus is double the attack penalty taken.

New Skill Rules
 Tumble: DC to avoid provoking attack of opportunity while moving is 10+opponent’s base attack bonus (20+ BAB if going through enemy-occupied square).
 Concentration:
 DC to avoid provoking attack of opportunity while casting is DC 10 + opponent’s base attack + spell level.
 DC for perfect placement of area-effect spells is a check (d20 + caster level/2 + INT) vs. DC of spell level plus situation adjustment (+5 might be trying to avoid allies in close positions, +10 for difficult angles seen through crowded areas, +15 for magical darkness, etc.). [Bruce – put a placement bonus on the character sheet spell sheets, it’ll always be the same.]
 Knowledge: DM will prepare special supplementary information for characters with knowledge skills in geography, religion, history, etc., and in some cases allow the player to reference the Living Greyhawk Gazetteer.
 Characters must have 2 ranks in a trained-only skill in order to use that skill.
 Characters with access to an exclusive class skill may not use cross-class points from other classes to increase that skill.
 At first level, each character may select one skill (whether or not it is considered a class skill for that first class taken) that will henceforth be considered a class skill for all that character’s classes.
 Intimidate is a class skill for fighters (in addition to barbarians and rogues).

Material Available
 Unless otherwise ruled, anything in the Players Handbook is available.
 Anything not in the Players Handbook must be approved. This will likely be granted when the power level of the material is appropriate (almost always) and when the character has already meaningfully demonstrated interest in the material – for instance, the Brawler prestige class would only be available if the character had been in many unarmed fights, etc.
 Prestige classes that are organization-based, such as Guild Mage or Knight of the Watch must make meaningful in-game connections to that organization. Further advancement in that class will be dependent upon further cooperation.
 It is unlikely that more than one prestige class will be allowed per character.

GENERAL
Significant Injury, Unconsciousness, and Death
 Between 0 hit points and a negative hit point total equal to character level, the character is reduced to one partial action move per round.
 At a negative hit point total greater than the character’s character level, the character falls unconscious.
 If a negative hit point total exceeds the sum of a character’s level and constitution, the character dies.

New Healing Rule
 Any cure spell can be used to cure subdual damage or to convert normal damage into subdual damage.
 Normal damage heals at a rate of character level plus constitution bonus per day, with a minimum of one HP/day.
 Subdual damage heals at a rate of character level plus constitution bonus per hour, with a minimum of one HP/hour.
 If resting and with a tended by a healer (Heal check DC10) you regain hit points at double the normal rate.
 Potions of healing are exempt from this rule –damage healed by potions heal immediately and entirely.

Certain Spell Effects
 Haste – The haste spell effects are hereby changed to the following: (i) an extra move action, and (ii) a +1 to attack rolls and armor class. If the character uses the full-attack option and has not used the extra move action, haste grants an additional attack at the character’s highest attack bonus.
 Stuns / Hold Effects – These effects can be actively fought against. While stunned, characters may attempt to make a fortitude or willpower check each round, DC equal to original stun effect. If successful, the character is allowed a partial action that round and is not considered stunned/helpless during that round. Freedom of Movement and similar effects do not remove stun/hold effects.
 Harm – Targets of the Harm spell may attempt a fortitude save to take only half damage.
 Charm – Charmed creatures gain a new save each time they are asked to do something materially against their nature, with a bonus according to action requested. A successful save permanently negates the effect.

MULTI-CLASSED SPELLCASTERS
In the base rules, multi-classed spellcasters stink. To help make up for that, every multi-classed spellcaster has access to a custom prestige class with the characteristics outlined below.

Requirements
 Class A: The character must be able to cast third level spells as a cleric, shugenja, sorcerer, wizard, or similar “casting” class.
 Class B: The character must be at least fifth level fighter, ranger, rogue, or similar “non-casting” class.
 The player must come up with a cool name for his custom prestige class.

Base Statistics
 The character’s base attack progression (good, medium, bad) is the average of classes A and B, rounded down.
 The character’s hit die is the average of classes A and B, rounded down to nearest die.
 The character receives good saving throw bonuses for saves in which either class A or B has good bonuses, bad otherwise.
 The character has skill points equal to the average of classes A or B, rounded down to the nearest multiple of two. All class skills for Class A and Class B are class skills for this class.

Class Abilities
 Every level in the custom prestige class grants an additional spellcasting level in Class A. Every level in the custom prestige class grants the non-spellcasting abilities in an alternating fashion, starting with Class B.

Example #1
Bob is a 5th level fighter / 5th level cleric / 7th level redeemer (cool name, +5). The redeemer prestige class has the following properties:
 BAB progression: would be medium, the average of fighter (good) and cleric (medium), rounded down.
 Hit die: fighter d10, cleric d8, so redeemer is d8.
 Saves: Fighters have good fort, clerics have good fort and will, so redeemer has good fort and will saves, bad reflex.
 Skill Points: Fighters have two, clerics have two, so redeemer has two and access to both skill lists, no rounding needed.
 Spellcasting: A 5th level fighter / 5th level cleric / 7th level custom would cast as an 12th level cleric (5+7).
 Class features: A 5th level fighter / 5th level cleric / 7th level custom would have all the feats of a 9th level fighter (5+7/2 rounded up) and all non-spellcasting abilities (turning undead, etc.) of an 8th level cleric (5+7/2 rounded down).

Example #2
Bob is a 5th level ranger / 5th level wizard / 4th level nature’s fireball cannon (not acceptable, -10). The unacceptably-named prestige class has the following properties:
 BAB progression: would be medium, the average of ranger (good) and wizard (bad), no rounding needed.
 Saves: Rangers have good fort and reflex, wizards have good will, so class has good bonuses in all saves.
 Skill Points: Rangers have six, wizards have two, so class has four and access to both skill lists, no rounding needed.
 Spellcasting: A 5th level ranger / 5th level wizard / 4th level custom would cast as a 9th level wizard (5+4).
 Class features: A 5th level ranger / 5th level wizard / 4th level custom would have all the feats, animal companions, etc. of a 7th level ranger (5+4/2) and all non-spellcasting abilities (bonus metamagic feats) of a 7th level wizard (5+4/2).

ROLE-PLAYING BONUSES
 I haven’t been doing a good job of awarding good role-playing through experience bonuses, so I need your help.
 At the end of each session, each player votes for one fellow player to receive extra experience. The vote should be based on the following:
 Playing in character: Do you know what the character is all about? Could you describe him? Is the character distinctive? Are his actions and motivations consistent?
 Focus: Staying on task, minimizing talking outside of game, being ready to act when it’s his turn during combat, etc.
 Fun: Creating memorable moments, whether through neat stuff in combat, interesting character conversation, whatever.
 Neither the votes received nor the effect of the experience will be revealed at any time.
 

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