Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgrabowski" data-source="post: 1150437" data-attributes="member: 13723"><p><strong>House Rules for my game</strong></p><p></p><p></p><p></p><p>Hello all!</p><p></p><p>Well, I have only a few house rules for my 3.5 game at the moment, but here they are:</p><p></p><p>(General)</p><p>HP - When rolling for hp, all characters receive at least the average of the maximum die roll, rounded up. For example, a cleric, with a d8 for hit dice, always receives at least 5 hp per level (4.5, rounded up). If a player rolls higher than the average for hp, they take their roll. I find that this tends to increase the survivability of low hit die characters (such as wizards and psions) and the characters of players who continually roll poorly for hp. (I have at least one player who never seems to roll higher than 3/4 the die for hp, no matter what character she plays or what set of dice she uses.)</p><p></p><p>Death - Occurs at -Con instead of -10. I've found that most characters with high hp/con tend to go after the bigger/badder/nastier monsters (and it doesn't help that I tend to send the bigger/badder/naster monsters after characters with higher hp/con) and have found that one good roll on my part can take a character with hp's in the teens or above to past -10 quite easily, especially at higher levels (when fighting even bigger/badder/nastier monsters).</p><p></p><p>DR - Generally I use the new 3.5 rules for DR, except for magic and epic. These I break down further into the actual plusses. I generally use 5/magic(+1), 10/magic(+2), 15/magic(+3) and the rare (check the 3.5 revision update pdf) 20/magic(+4). My players have not faced anything with damage reduction epic since we've changed over to 3.5, but I plan on continuing with same pattern - 5/epic(+6), 10/epic(+7), etc.</p><p></p><p>(Race)</p><p>Halflings - Halflings in my game have weapon familiarity with halfling war sling and halfling skiprocks. Halflings are the only standard race that do not get a weapon familiarity/proficiency besides 1/2 elves, 1/2 orcs and humans (and humans get that bonus feat!)</p><p></p><p>(Classes)</p><p>Arch-Mage - Since the Archmage can now only take spell power once, I allow the Arch-Mage's spell power to add +1 to the DC of spells and +1 for overcoming SR. I feel that the original 3.0 Arch-Mage is a little overpowered for my taste (It seemed like if you played an arcane spell-caster, spell power+1, +2 & +3 were too good to pass up.) I believe 3.5 took things a little too far with spell power, and so gave back a few bonuses so that it became a useful skill instead of an underpowered one or a "must have" ability.</p><p></p><p>(Spells)</p><p>Haste - As per book, but add the following: If a spellcaster takes no more than a 5-foot step in a round, he can cast two 1 standard action spells that round, provided that one of the spells is no higher than 2nd level. I find that this is very similar to the extra attack a warrior-type gets when using the full-attack action.</p><p></p><p>That's all for now!</p><p><edited for formatting and adding -Con & DR stuff></p></blockquote><p></p>
[QUOTE="jgrabowski, post: 1150437, member: 13723"] [b]House Rules for my game[/b] Hello all! Well, I have only a few house rules for my 3.5 game at the moment, but here they are: (General) HP - When rolling for hp, all characters receive at least the average of the maximum die roll, rounded up. For example, a cleric, with a d8 for hit dice, always receives at least 5 hp per level (4.5, rounded up). If a player rolls higher than the average for hp, they take their roll. I find that this tends to increase the survivability of low hit die characters (such as wizards and psions) and the characters of players who continually roll poorly for hp. (I have at least one player who never seems to roll higher than 3/4 the die for hp, no matter what character she plays or what set of dice she uses.) Death - Occurs at -Con instead of -10. I've found that most characters with high hp/con tend to go after the bigger/badder/nastier monsters (and it doesn't help that I tend to send the bigger/badder/naster monsters after characters with higher hp/con) and have found that one good roll on my part can take a character with hp's in the teens or above to past -10 quite easily, especially at higher levels (when fighting even bigger/badder/nastier monsters). DR - Generally I use the new 3.5 rules for DR, except for magic and epic. These I break down further into the actual plusses. I generally use 5/magic(+1), 10/magic(+2), 15/magic(+3) and the rare (check the 3.5 revision update pdf) 20/magic(+4). My players have not faced anything with damage reduction epic since we've changed over to 3.5, but I plan on continuing with same pattern - 5/epic(+6), 10/epic(+7), etc. (Race) Halflings - Halflings in my game have weapon familiarity with halfling war sling and halfling skiprocks. Halflings are the only standard race that do not get a weapon familiarity/proficiency besides 1/2 elves, 1/2 orcs and humans (and humans get that bonus feat!) (Classes) Arch-Mage - Since the Archmage can now only take spell power once, I allow the Arch-Mage's spell power to add +1 to the DC of spells and +1 for overcoming SR. I feel that the original 3.0 Arch-Mage is a little overpowered for my taste (It seemed like if you played an arcane spell-caster, spell power+1, +2 & +3 were too good to pass up.) I believe 3.5 took things a little too far with spell power, and so gave back a few bonuses so that it became a useful skill instead of an underpowered one or a "must have" ability. (Spells) Haste - As per book, but add the following: If a spellcaster takes no more than a 5-foot step in a round, he can cast two 1 standard action spells that round, provided that one of the spells is no higher than 2nd level. I find that this is very similar to the extra attack a warrior-type gets when using the full-attack action. That's all for now! <edited for formatting and adding -Con & DR stuff> [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
Top