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D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 1070562" data-attributes="member: 9249"><p>My changes to the core races are in the thread "<a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=59058" target="_blank">More Distinct Core Races</a>".</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> Monk's Wisdom bonus to AC is limited by their Monk level, similarly to the Duelist's Canny Defense.</p><p></p><p> 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.</p><p> </p><p> I've removed every double weapon except the Quarterstaff. I'm still wavering on whether or not to allow the Double Sword.</p><p></p><p> 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.)</p><p></p><p> The Monk and Paladin multiclass restrictions don't apply. </p><p></p><p> 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.)</p><p></p><p> 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.</p><p></p><p> Psionic items can be made out of any material. A psionic weapon penetrates DR X/magic. </p><p></p><p> 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.</p><p></p><p> Vorpal weapons do not exist. For a +1 bonus, you can add +1 to your critical multiplier, and you can do this multiple times.</p><p></p><p> 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.</p><p></p><p> Half-Dragons of any size always have wings. Feral and Reptilian creatures have smaller claw damage, but gain bite attacks.</p><p> </p><p> I use the Dragonstar Galactic Races Lizardfolk.</p><p></p><p> I'm working on a system for giving non-human languages more flavor, as suggested by Nifft in "<a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=58355" target="_blank">Language Flavor</a>".</p><p></p><p>(I just realized just how many different house rules I use, and most of them are works in progress or minor tweaks. Wow.)</p><p></p><p>edit: A couple more.</p><p></p><p> We use 45 point buy for character creation.</p><p></p><p> Hide in Plain Sight is one of the 10th level Rogue special abilities.</p><p></p><p> 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.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 1070562, member: 9249"] My changes to the core races are in the thread "[URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=59058]More Distinct Core Races[/URL]". 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 "[URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=58355]Language Flavor[/URL]". (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. [/QUOTE]
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