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

I really like this one:

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.

I wouldn't play in your game, though, because it's humans only! ;)
 

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die_kluge said:
I wouldn't play in your game, though, because it's humans only! ;)

Well, otherwise you'd be welcome to commute from KC :).

It's just the type of campaign we're running. We've played 13 sessions and so far we've fought a few orcs and seen (but not fought) a half-ogre at one point. We've run into a few elves. Other than that, just us humans bickering under Iuz's rule of the bandit kingdoms.
 

Although my friends would disagree, here are a few 3.5 edition rules I find lame:

-The new Animal Companion system. When and if I DM a campaign, I'm going to use the 3.0 "spell" system, which in my opinion, is far superior, and gives much more freedom
-The skill alterations. Innuendo and Bluff are two completely different skills, as are Wilderness Lore and Intuit Direction. I also find the skill name changes [Survival, Sleight of Hand] a tad inane.
-The drastic decrease in power and increase in price that most of the magic items suffered.
-The Animal Empathy skill being replaced with the "Wild Empathy" class feature. Convincing a wild animal you're friendly and negotiating with an intelligent entity are two different skills. Furthermore, the former is a skill that could probably be picked up by anyone I'd make "Animal Empathy' a normal skill that's cross-class skill for all classes, except Ranger and Druid, which will get it as a class skill.
-The whole Animal/Beast/Magical Beast controversy. It was well-intentioned. The difference between Animal and Beast is a superficial and meta-gaming distinction, and I would be glad to see the problem remedied, but their take on it left mundane non-magical creatures such as Gryphons and Owlbears "magical beasts".
-From what I've seen, the Dryad has been completely retooled, alienating campaigns that have featured the previous incarnation of the mythical creatures. Not that this new version is any worse or better, but the original version was the original version, so I'm inclined to prefer it.
-The new perform super-skill. It may be logical, but it screwed my bard character. :D

There are some 3.5 changes that i like for the better, now. The new bard songs, the more reasonable swim penalty, the re-working of familiar bonuses, the elimination of the worthless skill "scry", ect.
 


Whew, quite impressive to see so many detailed house rules. :)

There are only minor changes in two of three groups I'm playing. The third one has seen major changes to the spell system.

- All spells are point-based. The higher a spell level, the more points are needed to cast it. The number of spell points depends on caster level and his related spell casting ability (INT for wizards, CHA for bards, WIS for clerics and druids). Spells are not prepared for the day anymore. Any spell a caster knows is available to him as long as he has enough points to cast it. The sorceror and the wizard class are merged to one class. Spell points are regenerated after resting 8 hours, following a regeneration table and rolling d4/caster level. If a spellcaster has used all his spell points, it is very likely that he won't regenerate all of them after resting a night. Roughly 70% of spell points are regenerated per rest.

- Level 1: 1 point
- Level 2: 2 points
- Level 3: 4 points
- Level 4: 7 points
- Level 5: 10 points
- Level 6: 14 points
- Level 7: 19 points
- Level 8: 24 points
- Level 9: 30 points

A spell that deals dice and level dependant damage (e.g. Magic Missile, Fireball,...) is treated a bit different. A fireball is available at wizard level 5, it would deal 5d6 damage for 4 points. A wizard at level 10 could cast a 10d6 fireball for 6.5 points, because each additional damage dice cost 0.5 more to the spell's base cost. Of course, the level 10 wizard could cast only a 5d6 or 7d6 fireball if he wishes. Same for Magic Missile: 1 point at level 1, 3 points at level 9.
Adding a metamagic feat to a spell increases the casting time by a move-equivalent action (except quicken spell and metamagic feats that don't move a spell in a higher level) and increases the point cost for that spell.

- Some spells have been changed (Teleport, Time Stop, a handful spells from Magic of Faerûn).

- Domain spells cost no points, the slots are regained after the daily prayer and spells don't need to be prepared. Each domain has four opposed spells, which are not available to the cleric. A cleric with the healing and sun domains may not cast harm and darkness, for example.

- Spell DCs are 1d20+level+ability bonus (INT, WIS, or CHA bonus).

- Spell duration: 1 hour/level has been decreased to 10 min/level for most spells.

- Cure / Inflict Wounds: These spells replace the old Cure / Inflict XXX wounds (except domain spells). It's a level 1 spell (for clerics, druids and paladins) and works similar to damage dealing spells: A level 1 cleric can cure 1d4+1 points of damage for 1 point, a level 10 cleric 10d4+10 for 5.5 points.

- The rogue. Only one sneak attack per round. He gets one bonus feat every 4 levels from a bonus feat list (similar to the fighter) plus his special abilities (see ed. 3.0).

- The bard. No cure / remove spells. More songs (depends on his level, up to 15 different songs, IIRC), eshew materials for all bardic spells, evasion + improved evasion (see rogue), bardic music becomes extraordinary at level 20 (activation requires still a standard action).

- The druid. We're using the wild shape version in Masters of the Wild. The druid is proficient with short bows, trident, spears, sling, clubs, dagger, net, blow guns, natural weapons, sickle.

- Dodge grants +1 to AC against all foes.

- Item creation feats: Craft wondrous item allows also creation of rings, craft rods, staffs, wands has become one feat.

- Read Lips is still a separate skill. Perform is splitted into different types and class skill only for the bard.

- AC increases each time you get an additional attack (from high BAB): +1 for the second attack, +2 for the third, +4 for the fourth. This bonus stacks with all other AC bonuses.
 


I just made the big switch over to 3.5 and I found a a few "broken" combos because I am still using 3.0 supplemental 'splat book' material (and I am playing in FR with those supplemental materials).
HOUSE RULES:
SPELLS & MAGIC ITEMS
—3.0 supplemental material magical item market values may need recalculation to the 3.5 system (case by case basis)
—epic magic items are considered minor artifacts
call lightning, eyebite and Otiluke’s freezing sphere spells: acceptable to use 3.5 version or 3.0 version (players choice)
fanfare has a Fortitude save negates on the stunning portion
improvisation bonuses are competence bonuses, and have the same limitations as moment of prescience (with a +20 max bonus at 20th level), and cannot be used in conjunction with the required perform check as a part of using some bardic music abilities
miasma has a Fortitude save negates
polar ray does d8s for damage (25d8 maximum)
summon monster & summon nature’s ally : in addition to the PHB charts, you can summon creatures based on CR according to Dragon Magazine 302, p25 (subject to DM approval)
thunder swarm functions like the 3.5 version of meteor swarm except it has no impact damage associated with it.
I have one other houserule I'd like to use but I wouldn't use it unless the players agreed as well.
DAMAGE REDUCTION (VARIANT)
—DR magic: magic weapons ignore 5 points of magic DR per +1 enhancement ([Monk’s level+2]/6 = effective enhancement)
—DR epic: epic weapons ignore 5 points of epic DR per +1 enhancement above +5
All in all, its a short list which have little effect on overall game play. Most of the "house rules" the players will never even notice.
The WotC official PDF updates have taken care of most of my concerns.

I want to keep game balance yet I also want people to be able to take advantage of all their supplemental 3.0 material. Most of the biggest nerf's 3.5 took care of so I didn't have to (thank goodness for harm & haste & heal changes).

What is everyone elses "house rules"?

Your Immortal DM

PS - things like 3.5 shapechange I don't have to worry about cause I don't plan on letting 17th level wizards become 'familar' with Gibbering Orbs. Just because a player can read up on the latest MM doesn't mean the PC wizard knows all about the creatures...
 

Here's my (incomplete) list. Minus the psionic supplement, which it it's own document.

House Rules Document (7-14-03)
The game uses the revised 3E rules as a default, in addition to the Psionics Handbook & the Mindscapes Psionic Combat System. Any changes are noted here.

Ability Scores
PCs & major PC allies are built on a 32 Point Buy, per DMG 20.
Minor NPC allies (specific summoned monsters, for instance) use the default array or a 25 point buy.
Hit Dice
All PCs and major NPCs get maximum hit points for first hit-die. They get average hit points for each following hit die, rounded up on odd totals and down on even totals (a 4th level wizard, for instance, has 4d4: 4 + 2 + 3 + 2 = 12 HP before Con adjustments).

Races
No race receives any weapon familiarity.
Humans: Humans treat all non-prestige classes as their favored class.
Dwarves: Dwarves receive a -2 penalty to Dex, rather than Cha.
Dwarves have the following favored classes: Fighter, Paladin, Cleric and Psion (savant)
Elves: Elves have the following favored classes: Bard, Wizard, Ranger and Psion (telepath)
Gnomes: Gnomes have the following favored classes: Druid, Wizard(illusionist), Bard and Psion (shaper)
Half-Elves: Half elves receive 4 bonus skill points at 1st level, and 1 at each subsequent level.
Half-Elves do not gain a +2 bonus to diplomacy and gather information.
Half-Elves treat all non-prestige classes as their favored class.
Half-Orcs: Half-Orcs gain the minor scent ability
Half-Orcs have the following favored classes: Fighter, Barbarian, Psychic Warrior, Psion (egoist)
Halflings: Halflings have the following favored classes: Rogue, Psion (nomad and seer), Cleric
Tiefling (template, +1 ECL): +2 Dex, +2 Int. +2 racial bonus to Bluff & Hide.
Cast Darkness 1/day as a sorcerer of their character level.
Sorcerer & Rogue added to favored classes
Asamar (template, +1 ECL):+2 Wis, +2 Cha. +2 racial bonus to Spot & Listen.
Cast Light 1/day as a sorcerer of their level.
Paladin & Monk added to favored classes
Githzeri (+2 ECL): +6 Dex, -2 Int, +2 Wis. Power Resistance 5+ level.
Manifest combat precognition, far punch and feather fall a total of 9 time/day as an 11th level psion. At 11th level they can manifest plane shift once/day. Innately psionic, gain Inertial Armor as a bonus feat (no PP reserve).
Githzeri have the following favored classes: Monk, Psychic Warrior, Psion, Ranger.
Other races may also be available as PC choices. Ask the DM!

Classes
Barbarian: No change.
Bard: No changes.
Cleric: No changes.
Druid: Trackless Step increases the DC to track a druid by 20+1/2 Druid Level + Dex.
Wild Shape follows the new Polymorph spell description (see below), however there is no limit to the natural armor or ability scores the druid can take on through wildshape. The druid can also utilize natural poisons of any form she takes, as parts of her body that separate do not revert to their natural form. The druid can only take one form per use of wildshape.
The druid may choose to have a larger number of weaker animal companions. Their total HD can not exceed the HD a single companion would be allowed.
Fighter: No changes.
Monk: Monks have no special multi-class restrictions.
Individual monks can be of any alignment requirement (for instance Any Lawful, Any Evil, Only Chaotic Good et cetera) according to their specific order. At 10th level ki strike functions as the opposed alignment(s).
Paladin: Paladins have no special multi-class restrictions.
Ranger: Added paths are available in addition to archery and two-weapon fighting:
Path of the Footman
Run
Mobility
Spring Attack
Path of the Mounted Hunter
Mounted Combat
Ride By Attack
Spirited Charge
Path of the Arial Hunter (creatures with natural fly speeds only)
Hover
Flyby Attack
Wingover
Rogue: Rogues receive a virtual Trapfinding feat at level 1 for free, rather than a class ability.
Rogues can choose from the following list of added special abilities:
Lightning strike (ex): Whenever an opponent you threaten is denied their Dexterity bonus against you, you may make an immediate attack of opportunity against them. You may only use this once per round. (Note that this extra attack of opportunity is not a sneak attack when you feint an opponent, since the feint bonus only applies to a single attack. In such a situation you feint, make an attack (no Dex) and then take your free attack (Dex bonus applies)).
Skilled slight of hand (ex): You may pick pocket any object you can hold in one hand easily (your size or smaller), with no penalty due to the size of the object. You could draw a fighters sword before he could, in some cases, and usually without him noticing...
Faceless (ex): In an urban environment with ten or more people about you can hide in plain sight by simply blending into the crowd, even if being watched. People have a hard time remembering your face, so any disguise penalties you may incur through someone?s familiarity with you (such as having wanted posters plastered across the city, or having run in with a certain town guard before) are negated.
Lightning feint (ex): You may make a feint as a free action once per round.
Ambush (ex): During a surprise round you may make a single extra attack as a free action.
Thorn in their side (ex): If others are flanking a target you gain the benefits of flanking against that target, even when you are not yourself flanking. This only applies to melee attacks.
Sorcerer: Sorcerers do not use material components, but instead use foci for all their spells. If a spell has a material component with a GP cast listed the sorcerer expends 1/25th of the cost in XP to cast the spell (no focus needed). Material components that are linked to the spells function, such as the gem for trap the soul, are required as normal.
Sorcerers add Use Magic Devices and Intimidate to their class skill list, but do not have knowledge (arcana). A sorcerer receives one rank of spellcraft per level for free (4 instead for 1st level, single-classed sorcerers).
Wizard: Specialist wizards choose a number of schools worth at least as many points at their main school to ban per the following table:
1-Divination
2-Enchantment, Necromancy, Illusion, Abjuration
3-Conjuration, Transmutation, Evocation
Multi-class: The multiclass character experience rules are not used. Instead if your highest class level is a favored class for your race, you receive a 5% experience bonus.

Skills
Craft(Alchemy): This skill may be used by anyone.

Equipment
Revised size rules for weapons are not used. Instead use the original 3E weapon size rules.

Combat
Death?s Door: You do not die until you reach -10-HD HP. So a 4th level wizard, for instance, is not killed until he is brought to -14 hit points.

Feats
The following feats are not used: Greater Spell Focus

CHANGED FEATS
Meta-magic: You can stack the same meta-magic feat onto a spell more than once. Multiplicative benefits are of course handled additively (a triple extend gives you a spell with 4x the original duration).
Spell Focus
Benefit: +1 to save DC, Caster Level & Opposed Rolls with a single school of magic.
Two-Weapon Fighting
Benefit: You can use this feat with any combination of attacks from melee & thrown weapons, but not projectile weapons.
Rapid Shot
Benefit: This feat grants no benefit for thrown weapons.
Improved Precise Shot
Benefit: You can only gain the benefits of this feat with thrown weapons or within the 1st range increment with a projectile weapon.
Power Attack
Benefit: You get ? of the bonus to damage with a light weapon.
Improved Critical
Improved Critical stacks with other effects increasing a threat range of a weapon. The increase is done via standard (additive) D&D multiplication of the amount of numbers a critical hit is threatened on.
Augment Summoning
Benefit: Provides a +1 competence bonus to attacks, saves and checks and +1 HP / HD to all summoned creatures.
Widen Spell [Metamagic]
A widened spell has an area of effect that is double that of the original spell, and takes up a spell slot one level higher.

NEW FEATS
Elemental Summoning [General]
You can summon elementals creatures.
Prerequisites: Augment Summoning
Benefit: You may add an your choice of one elemental template to any monster you summon. This adds an elemental descriptor to the spell. If summoning a creature listed with a template the elemental template replaces it. This only applies to valid creatures for the elemental templates.
Persistent Spell [Meta-magic]
You can cast spells that are more resilient to dispelling.
Benefit: A persistent spell automatically re-activates itself 1d4 rounds after being dispelled, and is only considered suppressed during that time. This only happens once per use of persistent spell. A persistent spell takes up a spell slot 2 levels higher than the original spell.
Tower Shield Mastery [General, Fighter Bonus]
You are an expert with a tower shield.
Prerequisites: Base Attack Bonus +4, Tower Shield Proficiency
Benefit: You reduce the penalty to attacks for using a tower shield to -1.
Normal: A character using a tower shield receives a -2 penalty to attack.
Harmonize Spell [Metamagic]
You can cast spells by interweaving the verbal components with your bardic music.
Prerequisites: Bardic Music
Benefit: By harmonizing their spells a bard can interweave the melodies of a spell and their bardic music, allowing them to cast spells while maintaining a bardic song. You must make a concentration check (DC 15 + spell level) or the spell fizzles out. A harmonized spell takes up a spell slot of the same level as the original spell.
Special: Bards spells can not be used with the silent spell feat.
Fast Sneaking [General]
You?re adapt at moving quickly while hidden.
Prerequisites: Dex 15+, Ranks of Move Silently and Hide
Benefit: When using Move Silently and Hide, the you can move at his normal speed without suffering a penalty to those skills, and only suffer a -10 penalty for running or -5 for quickly dashing to a hiding place.
Trapfinding [General]
Requires: 4+ ranks search
Benefit: You can find for traps (magical, psionic and mundane) where the search DC exceeds 20.

Magic
Custom Divine Spells: In order to add a new spell to his spell list, a divine caster must remove an existing spell of the same level from his list.

Spell Changes
Shield: Shield provides a +7 shield bonus to AC.
Duration: 10 rounds + 1 round / level (maximum of 20 rounds).
Bears Endurance, Bull?s Strength, Cat?s Grace, Owl?s Wisdom, Eagle?s Splendor, Fox?s Cunning: Duration 1 hour/level
Grants an enhancement bonus of +2 at 3rd-5th, +4 at 6th-8th and +6 at 9th+
Fly: Duration 10 min/level
Greater Magical Weapon: This spells provides an enhancement bonus of +1/3 levels(max +5). If cast on a weapon that has any special powers subtract ? of the bonus equivalent from those powers (round down) from this enhancement bonus.
Disintegrate: Any creature that fails their fort save is reduced to a small pile of fine dust. Extremely large Undead & Constructs (with a space greater than 15 feet in general) instead take 20d6+1d6 damage / level (45d6 max) on a failed save.
Sleet Storm/Ice Storm: Sleet storm is not used
Ice Storm has two versions (chosen at casting)
Hail Storm: As Ice Storm. In addition if the caster is at least 8th level it deals 3d6 cold + 3d6 bludgeoning damage, and if the caster is at least 10th level it deals 3d6 cold + 4d6 bludgeoning.
Sleet Storm: As the 3rd level spell, but the duration is instead 10 rounds + 1 round/level.
Summon Monster: Summoning Monsters one level lower summons 1+1d2 monsters, two levels lower 2+1d3 monsters. You may use templates on any creature listed as Celestial or Fiendish, and they add the listed descriptor to the spell: Celestial [good], Fiendish [evil], Axatomic [lawful], Anacronatic [chaotic]. Add Thoqqua back to the 3rd level list.
Keen Edge: Keen Edge stacks with other effects increasing a threat range of a weapon. The increase is done via standard (additive) D&D multiplication of the amount of numbers a critical hit is threatened on.
Stone Skin: Grants DR 10/epic.
Overland Flight: Grants Fly speed 80/60 (poor) for 1 person per caster level.
Invisibility: Duration 10 minuets/level.
Cone of Cold: Range Close (25 ft + 5 ft/2 levels).
Lightning Bolt: Range Medium (100 ft. + 10 ft/level) or 50 ft. +5 ft/level
Area: 5 ft. x 5 ft. to medium range or 10 ft. x 10 ft. (forked bolt) to half that range.
Sleep: Affects 2d4 total HD of creatures.
Spider Climb: Level Sorcerer/Wizard 1.

Polymorph
Transmutation
Level: Sor/Wiz 4, Rng 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level
You change your form to that of another creature. The new form can range in size from Diminutive to one size category larger than your normal form. It can have no more Hit Dice than you have, and in any case the assumed form cannot have more than 15 Hit Dice. You cannot change into a construct, elemental, outsider, or undead unless you are already are that type. You can continue to change forms for the duration as, each change is a full round action. You can only make up to one change of forms per level (15 maximum), after words the spell ends. Reverting to your normal form counts as a change.
Upon changing, you regain lost hit points as if having rested for a day (though this healing does not restore temporary ability damage and provide other benefits of resting for a day; subsequent changes do not heal you further). If slain, you revert to your original form, though you remain dead. You acquire the physical and natural abilities of the new form: natural size, physical ability scores (average Strength, Dexterity, and Constitution for your new form?s kind, up to a maximum of 20 in any single score), natural armor (maximum of 4), natural weapons (such as claws or bite, but not petrification, breath weapons, energy drain, energy effects, or the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth). You gain the natural attack routines of your new form. Natural abilities also include mundane movement capabilities, such as walking, swimming, burrowing, and flight with wings; darkvison, low-light vision, scent ability, most forms of blindsense & blindsight and most racial bonus feats (with the exception of psionic or other feats that are not extraordinary in nature).
You do not acquire other extraordinary, supernatural, or spell-like abilities of your new form. You cannot change into a variant form of a creature, such as a half-dragon ogre. Incorporeal or gaseous forms cannot be assumed. You retain your Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change to your Constitution score), alignment, base attack bonus, and base save bonuses. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) You retain your extraordinary abilities, spells, and spell-like abilities, but not your supernatural abilities (if any). You can manifest psionic powers or cast spells for which you have components, but you need a humanlike voice for verbal components and humanlike hands for somatic components.
If your new form is roughly similar to your original form (humanoid, quadruped et cetera), your equipment changes to match the new form and retains its properties. Otherwise, it melds into the new form and becomes nonfunctional, except that any magic or psionic items you wear that provide enhancement bonuses to mental ability scores (such as a periapt of wisdom) continue to provide their benefit. Melded material components and focuses cannot be used to cast spells without the natural spell feat. Any part of the body or piece of equipment that is separated from the whole reverts to its original form, thus any poison based attack from your new form does not function.
You choose your form?s physical qualities (such as hair color, height, and gender), but they must fall within the normal ranges for the form. You are effectively disguised as an average member of the new form?s race. If you use this power to create a disguise, you get a +15 bonus on your Disguise check.
Speical: A druid uses the same rules as this spell for wildshape with some exceptions. They may only take one form per use of wild shape. They have no maximum ability score or natural armor limit. Any part of the druid that separates from their wild-shaped form does not revert back to their natural form, thus druids can still use a form?s natural poison attacks should it have any.

Spell Additions
Polymorph Ally
Level: Sor/Wiz 5
Duration: 10 min/level (D)
Range: Touch
Target: Willing creature touched
Save: None (harmless)
SR: No (harmless)
As polymorph, except as noted. The touched creature assumes a single form chosen by the caster at the time of casting, they touched can revert to their natural form as a full-round action, which ends the spell.

NON PLAYERS HANDBOOK INFO

Sonic Energy: An area of magical silence provided complete immunity to sonic damage unless otherwise stated. Resistance to sonic energy is more common than in the core rules. Creatures with amorphous forms, like water fire and air elementals generally take half sonic damage, if the sonic attack has a reflex save they effectively gain the benefits of improved evasion. There are rumors of dragons that can ?breathe? sonic shockwaves capable of shattering boulders?

Energy Vulnerability: A creature venerable to an energy type (for instance a fire creature is vulnerable to cold effects) suffers a -10 penalty to saving throws against effects with that energy descriptor. If no save is allowed they take 150% damage instead.

Raise Dead: Many aspects of this spell and all similar are entirely campaign dependent.

Item Creation: Creating more than one item where the total costs less than 1000 GP can be accomplished in one day.

Spell Research: Spell research takes 1 day / spell level and costs 200 GP/day. This replaces the standard costs (time and money) to scribe the spell into a spell book. This is non-magical work and can be interrupted and resumed, though one day is spent getting back into the research in which no progress is made (this day does not incur a GP cost). In addition you produce a single scroll of the spell at then end of research if you wish to spend the necessary GP & EXP.
 

These are the rules that have either changed from how I handled them in a previous campaign, are not covered at all by the rules, or in which I differ from the rules in how I want to handle it. I currently have no need or desire to change anything about 3.5, but then I also have no campaign of any kind running.

1.
Heavy wounding WILL result in scars. Healing affects only hit points so when healing is applied the only scarring removed is that required to return lost hit points (or that might otherwise cause lowered ability scores). Branding or other deliberately inflicted scars will not normally be removed as long as they are not so severe in nature as to affect a characters charisma or other ability scores. Remaining scars may still mildly affect NPC reactions to your appearance (good and bad), but it would be reflected through roleplaying as opposed to roll adjustments.

2.
Paladins and Monks can multiclass freely so long as they continue to abide by all the restrictions of the class.

3.
HTK rolls: As per the PH, your first level HTK are at maximum, but all hit dice gained thereafter are determined with random die rolls. (No taking "average" rolls.)

4.
Death occurs at –10, minus Con bonus.

5.
Sleeping and waking up: a Listen check allows you to hear something that wakes you up. As a rule, the sleeping character is assumed to be "taking 0," which is like "taking 10," except that you assume a die roll of 0.
A pitched battle has a –10 DC (that’s negative 10), which means that unless there are significant other factors at work you WILL wake up if there is loud combat going on. A character in medium armor moving 10’/r. and attempting to be quiet is a DC 5, even without Move Silently skill. Which means unless you have a few points in Listen you’re NOT likely to wake up at this level of sound. Other sounds will be adjudicated on that range of audibility.
Even though a check indicates that you hear certain sounds, it may be that what you hear is not unusual enough to fully rouse you from sleep. E.g., hearing an argument would work, but simply hearing voices might not.

6.
Playing Possum: if you're faking being unconscious or dead you are using the Bluff skill against an opponent’s Sense Motive check. Also, you’re prone, lose your dex bonus, and can still be CdG'd because you are voluntarily helpless. It would thus help if you have a readied action or something else going in your favor but that might affect the bluff roll.

7.
Deactivating Spell Resistance: Requires a standard action – but keeping it deactivated requires no further effort in terms of concentration, only the desire to keep it deactivated. "Reactivation" then obviously requires no effort, concentration or the like. It will simply happen upon the characters turn if he doesn’t possess or express a desire to keep it down.

8.
All familiars must have a miniature to represent them just as a PC has a miniature to represent them. This is mostly just for MY sake because I keep forgetting the little buggers even exist much less might be in the dungeon, etc. I think everyone tends to ignore them though – right up until they are actively used when suddenly it’s realized by all that they must be nearby somewhere.

9.
The pace of PC level advancement will be about half what it was. This will be accomplished by using an XP rewards chart with values of about half what 3.0/3.5 uses. Treasure and magic rewards will similarly be curtailed to keep things balanced. For that I have no reasonable way to handle it except play it by ear. One thing is certain and that is that the pace of character advancement in the last campaign was WAY too fast given the timespan that was passing in-game. Making 20th level in less than a year of in-game time is too much.

***
Then I also have several pages of rulings on various errata that have so far been uncovered in 3.5.
 

8.
All familiars must have a miniature to represent them just as a PC has a miniature to represent them. This is mostly just for MY sake because I keep forgetting the little buggers even exist much less might be in the dungeon, etc. I think everyone tends to ignore them though – right up until they are actively used when suddenly it’s realized by all that they must be nearby somewhere.

YES! Why is it that everyone who has a familiar always forgets about the damn thing? It annoys me so much.
 

Into the Woods

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