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What are your current 3.5 House Rules?
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<blockquote data-quote="Celtavian" data-source="post: 1641151" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>We use alot of house rules:</p><p></p><p>Armor as Damage Reduction.</p><p></p><p>Staggered when reduced to - Hit points: 0 to -5 hit points leaves you staggered, but still concious. You don't die until you reach -10 plus your Con bonus.</p><p></p><p>Modified <em>Forbiddance</em> spell similar to the 3.0 version save you are marked with the equivalent of <em>Faerie Fire</em> if you fail a second Will save. You can choose to not have a damage component. It works against opposing deities and philosophies rather than alignment. Alignment based <em>Forbiddance</em> is flavorless and doesn't account for evil gods wanting to keep other evil gods out of their temples.</p><p></p><p>Incorporation of rules for Parry and Dodge. We like to be able to simulate long fights between two nearly equally skilled combatants. Basically an opposed roll similar to disarm.</p><p></p><p>Changed <em>Darkness</em> back to 3.0. version.</p><p></p><p>Eliminated Adamantine DR, now it's just flat DR.</p><p></p><p>Changed the <em>Ressurection</em> line of spells so that that gold piece component requires you to sacrifice an equivalent amount in gp of items valuable to your god. For example, if you worshipped Tyr, you could give an equivalent amount of gold to the local constabulary or law offical to garner Tyr's favor for bringing back the dead.</p><p></p><p>Changed spellpower so that the effective caster level increases allow characters to exceed spell caps. For example, an Archmage with three levels of Spellpower casts a 13d6 <em>Fireball</em> or gets +13 on his <em>dispel magic</em> check.</p><p></p><p>Changed falling damage so that it is now additive and cumulative making falls much more lethal. </p><p></p><p>Paladins gain the benefit of Improved Evasion while mounted (as does any other class with a special mount).</p><p></p><p>Bonus feats every 5 levels for Paladins, Rangers (replaces combat paths), and Barbarians.</p><p></p><p>Monks and Paladins can multiclass freely.</p><p></p><p>No favored classes for any race.</p><p></p><p>All skills are general.</p><p></p><p><em>Cleave</em> and <em>Great Cleave</em> require that you strike the very next opponent clockwise or counterclockwise from the first opponent you fell.</p><p></p><p>That's all I can think of off the top of my head. We have alot of House Rules to add that little something extra we like to our game.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1641151, member: 5834"] [b]re[/b] We use alot of house rules: Armor as Damage Reduction. Staggered when reduced to - Hit points: 0 to -5 hit points leaves you staggered, but still concious. You don't die until you reach -10 plus your Con bonus. Modified [i]Forbiddance[/i] spell similar to the 3.0 version save you are marked with the equivalent of [i]Faerie Fire[/i] if you fail a second Will save. You can choose to not have a damage component. It works against opposing deities and philosophies rather than alignment. Alignment based [i]Forbiddance[/i] is flavorless and doesn't account for evil gods wanting to keep other evil gods out of their temples. Incorporation of rules for Parry and Dodge. We like to be able to simulate long fights between two nearly equally skilled combatants. Basically an opposed roll similar to disarm. Changed [i]Darkness[/i] back to 3.0. version. Eliminated Adamantine DR, now it's just flat DR. Changed the [i]Ressurection[/i] line of spells so that that gold piece component requires you to sacrifice an equivalent amount in gp of items valuable to your god. For example, if you worshipped Tyr, you could give an equivalent amount of gold to the local constabulary or law offical to garner Tyr's favor for bringing back the dead. Changed spellpower so that the effective caster level increases allow characters to exceed spell caps. For example, an Archmage with three levels of Spellpower casts a 13d6 [i]Fireball[/i] or gets +13 on his [i]dispel magic[/i] check. Changed falling damage so that it is now additive and cumulative making falls much more lethal. Paladins gain the benefit of Improved Evasion while mounted (as does any other class with a special mount). Bonus feats every 5 levels for Paladins, Rangers (replaces combat paths), and Barbarians. Monks and Paladins can multiclass freely. No favored classes for any race. All skills are general. [i]Cleave[/i] and [i]Great Cleave[/i] require that you strike the very next opponent clockwise or counterclockwise from the first opponent you fell. That's all I can think of off the top of my head. We have alot of House Rules to add that little something extra we like to our game. [/QUOTE]
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