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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="scruffygrognard" data-source="post: 1567328" data-attributes="member: 8313"><p>Here are a few, campaign specific, house rules that I use:</p><p></p><p>Elves are fey. They are ageless, immune to natural diseases and magical aging effects, and have superior low-light vision (x4 distance). They also receive a +4 to Fort saves versus natural heat and cold hazards (see DMG). Elves have no Con penalty. They are LA+1. Wood elves and high elves are virtually the same except that wood elves have ranger as the favored class while high elves favor wizards.</p><p></p><p>Dark elves are played as high elves, and look much like them, but gain drow spell-like abilities, use of poison, spell resistance, save bonuses, ability modifiers, darkvision, and light blindness. </p><p></p><p>There are only wood, high, and dark elves in my campaign world.</p><p></p><p>Gnomes are fey. They are ageless, immune to natural diseases and magical aging effects, and have superior low-light vision (x4 distance). Their ability modifiers are -2 to STR and +4 to DEX. Like forest gnomes, they may use Pass Without Trace, as an innate ability, at will (self-only). LA +1.</p><p></p><p>There are only 2 types of gnomes in my campaign world, gnomes and spriggan.</p><p></p><p>No halflings.</p><p></p><p>Half-elves gain a bonus feat in place of their bonus to Gather Info and Diplomacy.</p><p></p><p></p><p>No half-orcs or orcs. Orcs are synonymous with goblins or hobgoblins.</p><p></p><p>No racial weapons and, as a result, no weapon familiarity rules.</p><p></p><p>Humans gain a cultural bonus to a particular skill/save or two based upon their homeland. This encourages players to play humans (the dominant race in my campaign).</p><p></p><p>Paladins are PrCs only.</p><p></p><p>Swashbucklers use a d8 for Hit Points, gain Shield Profiency (but may only use bucklers with their class abilities), and gain a bonus fighter feat at level 4, 9, and 16.</p><p></p><p>Rangers who choose fey as their favored enemy must choose a subtype in my game (as elves, gnomes, kobolds, and goblinoids are all fey). The fey creature type has been substantially changed in my campaign setting and now includes subtypes - i.e. gnome, elf, goblinoid, </p><p></p><p>Wizards gain Domain spells (as per UA) in place of specialization.</p><p></p><p>I use 3.0 weapon size/use rules. Thus a gnome can use a longsword 2-handed, a short sword 1-handed, and a dagger as a light weapon. </p><p></p><p>I use the Rich Burlew's Diplomacy rules (they work MUCH better and make sense).</p><p></p><p>Armor splits its bonus between an armor bonus and DR bonus.</p><p></p><p>No spiked chains.</p><p></p><p>That's all for now....</p></blockquote><p></p>
[QUOTE="scruffygrognard, post: 1567328, member: 8313"] Here are a few, campaign specific, house rules that I use: Elves are fey. They are ageless, immune to natural diseases and magical aging effects, and have superior low-light vision (x4 distance). They also receive a +4 to Fort saves versus natural heat and cold hazards (see DMG). Elves have no Con penalty. They are LA+1. Wood elves and high elves are virtually the same except that wood elves have ranger as the favored class while high elves favor wizards. Dark elves are played as high elves, and look much like them, but gain drow spell-like abilities, use of poison, spell resistance, save bonuses, ability modifiers, darkvision, and light blindness. There are only wood, high, and dark elves in my campaign world. Gnomes are fey. They are ageless, immune to natural diseases and magical aging effects, and have superior low-light vision (x4 distance). Their ability modifiers are -2 to STR and +4 to DEX. Like forest gnomes, they may use Pass Without Trace, as an innate ability, at will (self-only). LA +1. There are only 2 types of gnomes in my campaign world, gnomes and spriggan. No halflings. Half-elves gain a bonus feat in place of their bonus to Gather Info and Diplomacy. No half-orcs or orcs. Orcs are synonymous with goblins or hobgoblins. No racial weapons and, as a result, no weapon familiarity rules. Humans gain a cultural bonus to a particular skill/save or two based upon their homeland. This encourages players to play humans (the dominant race in my campaign). Paladins are PrCs only. Swashbucklers use a d8 for Hit Points, gain Shield Profiency (but may only use bucklers with their class abilities), and gain a bonus fighter feat at level 4, 9, and 16. Rangers who choose fey as their favored enemy must choose a subtype in my game (as elves, gnomes, kobolds, and goblinoids are all fey). The fey creature type has been substantially changed in my campaign setting and now includes subtypes - i.e. gnome, elf, goblinoid, Wizards gain Domain spells (as per UA) in place of specialization. I use 3.0 weapon size/use rules. Thus a gnome can use a longsword 2-handed, a short sword 1-handed, and a dagger as a light weapon. I use the Rich Burlew's Diplomacy rules (they work MUCH better and make sense). Armor splits its bonus between an armor bonus and DR bonus. No spiked chains. That's all for now.... [/QUOTE]
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