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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
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<blockquote data-quote="RangerWickett" data-source="post: 1065943" data-attributes="member: 63"><p>I thought I had a lot, but then I read this thread and I realized I have even more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>0. I play to make the players have a good time. Thus, I try to make sure that when I use Rule 0, I don't screw over the players. In early 3e, the players adopted "to zero" as a verb that was equivalent to "to screw with." I'm trying to let them have fun in a cinematic story, while slightly downplaying the 'game' aspects.</p><p></p><p>1. I have Humans, Elves, Gnomes, Orcs, Minotaurs, birdfolk, Goblins, dragonlings, and fey races available as PCs, but all of them except the humans have been altered slightly. I allow half-breeds of pretty much anything except mammal/non-mammal. Monsters are also available with my approval, on a case-by-case basis.</p><p></p><p>2. What the hell were they thinking giving half-Elves bonus to Diplomacy and Gather Information?!</p><p></p><p>3. I use a modified Wound Point - Hit Point system so magical healing isn't necessary. People heal 1 hp/level/hour.</p><p></p><p>4. Number 3 has allowed me to make all spells available to sorcerers and wizards, without horrible overpowering. </p><p></p><p>5. I don't like magic armor or magic weapons providing flat bonuses to attack or AC, so the limit on these items are +3. Most have a +0 bonus but just some sort of nifty ability. Similarly, no bracers of armor above +4, and no amulets of natural armor or rings of protection.</p><p></p><p>6. To compensate for the loss of magic AC boosters, everyone gets a +1 AC per 2 levels, which counts as a dodge bonus. See, with this rule and rule 3, it's easy for me to have ambushes and assassins actually be scary, but to also have fights be nice and fun.</p><p></p><p>7. Thank God they nerfed haste! I never again want to see a Timestopped/Hasted Fireball x10.</p><p></p><p>8. I'm going to use the revised <u>Elements of Magic</u> rules as soon as they're finished playtesting. Current magic will still be available for new and/or clingy players, but I think the flexibility of EoM will be more fun.</p><p></p><p>9. When humanish races (humans, Orcs) and feyish races (Elves, Gnomes) interact, they screw with each other's magic. This is a setting-based thing, and not done for balance.</p><p></p><p>10. I let druids have multiple animal companions, but they have to divide the levels of bonus among them. So you can have one really good wolf, or a couple of okay wolves, or something weird like lots of mildly loyal cats.</p><p></p><p>11. No rangers. I'm fed up with 'em! No one can get them right, and I don't need them anyway.</p><p></p><p>12. Everything's a class skill. If your fighter wants spellcraft, it won't help him much, but sure, he can have it. If a paladin wants hide, why not?</p><p></p><p>13. I use 3.0 version of Spell Focus, and just don't use Greater Spell Focus.</p><p></p><p>14. Anything else that I feel is annoying in the change from 3 to 3.5. I <em>like</em> whips as ranged weapons, thank you very much!</p><p></p><p>15. As per player request, any given campaign can feature a primary villain that is either a dragon or a mind flayer, but not both.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1065943, member: 63"] I thought I had a lot, but then I read this thread and I realized I have even more. :) 0. I play to make the players have a good time. Thus, I try to make sure that when I use Rule 0, I don't screw over the players. In early 3e, the players adopted "to zero" as a verb that was equivalent to "to screw with." I'm trying to let them have fun in a cinematic story, while slightly downplaying the 'game' aspects. 1. I have Humans, Elves, Gnomes, Orcs, Minotaurs, birdfolk, Goblins, dragonlings, and fey races available as PCs, but all of them except the humans have been altered slightly. I allow half-breeds of pretty much anything except mammal/non-mammal. Monsters are also available with my approval, on a case-by-case basis. 2. What the hell were they thinking giving half-Elves bonus to Diplomacy and Gather Information?! 3. I use a modified Wound Point - Hit Point system so magical healing isn't necessary. People heal 1 hp/level/hour. 4. Number 3 has allowed me to make all spells available to sorcerers and wizards, without horrible overpowering. 5. I don't like magic armor or magic weapons providing flat bonuses to attack or AC, so the limit on these items are +3. Most have a +0 bonus but just some sort of nifty ability. Similarly, no bracers of armor above +4, and no amulets of natural armor or rings of protection. 6. To compensate for the loss of magic AC boosters, everyone gets a +1 AC per 2 levels, which counts as a dodge bonus. See, with this rule and rule 3, it's easy for me to have ambushes and assassins actually be scary, but to also have fights be nice and fun. 7. Thank God they nerfed haste! I never again want to see a Timestopped/Hasted Fireball x10. 8. I'm going to use the revised [u]Elements of Magic[/u] rules as soon as they're finished playtesting. Current magic will still be available for new and/or clingy players, but I think the flexibility of EoM will be more fun. 9. When humanish races (humans, Orcs) and feyish races (Elves, Gnomes) interact, they screw with each other's magic. This is a setting-based thing, and not done for balance. 10. I let druids have multiple animal companions, but they have to divide the levels of bonus among them. So you can have one really good wolf, or a couple of okay wolves, or something weird like lots of mildly loyal cats. 11. No rangers. I'm fed up with 'em! No one can get them right, and I don't need them anyway. 12. Everything's a class skill. If your fighter wants spellcraft, it won't help him much, but sure, he can have it. If a paladin wants hide, why not? 13. I use 3.0 version of Spell Focus, and just don't use Greater Spell Focus. 14. Anything else that I feel is annoying in the change from 3 to 3.5. I [i]like[/i] whips as ranged weapons, thank you very much! 15. As per player request, any given campaign can feature a primary villain that is either a dragon or a mind flayer, but not both. [/QUOTE]
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What are your current 3.5 House Rules?
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