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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="Greg K" data-source="post: 1657233" data-attributes="member: 5038"><p>Here are some of my house rules. </p><p></p><p><strong>Books Allowed to players:</strong></p><p>Players Handbook: see below for changes</p><p>Complete Warrior: Swashbuckler Class and certain prestige classes</p><p>Green Ronin's Psychic Handbook</p><p>Green Ronin's Shaman's Handbook</p><p>Green Ronin's Witch's Handbook</p><p>Miniatures Handbook: Healer Class (and new Healer spells) only</p><p>Unearthed Arcana (variouss parts)</p><p>Arms and Equipment Guide: certain armor and weapons only</p><p>Forgotten Realms: only specific regional feats</p><p></p><p>I may consider certain items from other books (WOTC and non WOTC) on a case by case basis</p><p></p><p><strong>Material not allowed</strong></p><p>Book of Exalted Deeds</p><p>Deities and Demigods</p><p>Expanded Psionics Handbook (nor is the Psionics Handbook)</p><p>Manual of the Planes</p><p></p><p></p><p></p><p><strong>I. Races</strong></p><p>1) Humans get +2 to one stat of their choice</p><p></p><p><strong>II. Classes</strong></p><p>1) Barbarian: The Barbarian Hunter variant( with Favored Environment replacing Favorite Enemy) from UA is allowed. Barbarians do not start with medium armor proficiency for free. Starting weapon proficiencies are hand axe, dagger, spear and additional weapons based on the barbarian's culture. At first level barbarians receive a bonus regional feat such as Nomad (mounted nomads), Stealthy (Jungle or Forest), or Survivor. </p><p></p><p>2) Bard: The divine bard and bard sage from UA are allowed in addition to the standard PHB version. However each version of bard has a modified skill and spell list from that in the PHB. For instance, only the divine bard has access to cure spells while only the PHB bard has "roguish" skills as class skills. </p><p></p><p>3) Cleric: The PHB cleric is replaced by the cloistered cleric and champion of good variants from UA. All clerics must have a deity. All clerics have a spell list based upon their deity.</p><p></p><p>4) Druid: Druids do not have Wild Shape as a class ability. Druids are cloistered clerics, but use the Druid spell list (with some additions and subtractions).</p><p></p><p>5) Fighter: Fighters do not start with medium or heavy armor proficiency at first level. Fighters gain medium Proficiency at third level and heavy armor at fifth level. At sixth level, the threat rating of any weapon in which the fighter has weapon focus improves by 1pt. The threat rating improves by an additional 1pt at 11th level and 16th level. If the character also has Improved critical, apply improved critical to the weapon's the threat rating first</p><p></p><p>6) Monk: variant is used (will edit later to elaborate)</p><p></p><p>7) Paladin: not available. Use the champion of good cleric from UA or take a LG fighter and certain feats</p><p></p><p>8) Ranger: The ranger must worship the campaign's nature deity.</p><p></p><p>9) Rogue: Rogues use the bonus feat variant from UA. The bonus feats come from a set of rogue bonus feats. Sneak Attack is a feat that acts as improved crit if the opponent is caught flat-footed</p><p> </p><p>10) Sorceror: No familiar. After first level, a character must take a level from a bloodline to take the sorceror class</p><p></p><p>11) Wizard: A generalist wizard may choose Sage Lore or metamagic feat in place of a familiar. Specialists use the alternate specialist abilities from UA and get a set list of spells. A specialist can learn arcane spells not on their list. However spells not on the specialists list are considered to be one additional spell level higher than stated and they suffer a severe penalty to learning the spell.</p><p></p><p><strong>Other allowable classes</strong></p><p>-Healer (Miniature's Handbook)</p><p>-Psychic (Green Ronin's Psychic's Handbook)</p><p>-Shaman (Green Ronin's Shaman's Handbook)</p><p>-Swashbuckler (Complete Warrior): Switch Reflex save to Good. Grace is renamed and provides a bonus to fortitude saves instead of reflex.</p><p>-Wilderness Rogue (UA)</p><p>-Witch (Green Ronin's Witch's Handbook)</p><p></p><p><strong>Feats</strong></p><p>Improved Critical: Stacks with keen but keen modifies threat by 1pt</p><p>Improved Familiar: not allowed</p><p>Weapon Groups (2e style)</p><p></p><p><strong>Combat</strong></p><p>-Wound/Vitality Points</p><p>-Armor as Dr</p><p>-Class Defense bonus</p><p></p><p><strong>Magic</strong></p><p>-spell points are used.</p><p>-All Divine spell casters have access to specific group of spells plus additional spells determined by their deity.</p><p>-Certain arcane and divine spells are unavailable either in the campaign or to certain classes despite being on the class's spell list (e.g., rope trick, flaming sphere, goodberry and blade barrier). </p><p>-Summon Monster is changed to Summon Divine, Summon Elemental and Summon Infernal. Many of the monster's listed under summon monster are not available (e.g., there are no celestial badgers).</p></blockquote><p></p>
[QUOTE="Greg K, post: 1657233, member: 5038"] Here are some of my house rules. [B]Books Allowed to players:[/B] Players Handbook: see below for changes Complete Warrior: Swashbuckler Class and certain prestige classes Green Ronin's Psychic Handbook Green Ronin's Shaman's Handbook Green Ronin's Witch's Handbook Miniatures Handbook: Healer Class (and new Healer spells) only Unearthed Arcana (variouss parts) Arms and Equipment Guide: certain armor and weapons only Forgotten Realms: only specific regional feats I may consider certain items from other books (WOTC and non WOTC) on a case by case basis [B]Material not allowed[/B] Book of Exalted Deeds Deities and Demigods Expanded Psionics Handbook (nor is the Psionics Handbook) Manual of the Planes [B]I. Races[/B] 1) Humans get +2 to one stat of their choice [B]II. Classes[/B] 1) Barbarian: The Barbarian Hunter variant( with Favored Environment replacing Favorite Enemy) from UA is allowed. Barbarians do not start with medium armor proficiency for free. Starting weapon proficiencies are hand axe, dagger, spear and additional weapons based on the barbarian's culture. At first level barbarians receive a bonus regional feat such as Nomad (mounted nomads), Stealthy (Jungle or Forest), or Survivor. 2) Bard: The divine bard and bard sage from UA are allowed in addition to the standard PHB version. However each version of bard has a modified skill and spell list from that in the PHB. For instance, only the divine bard has access to cure spells while only the PHB bard has "roguish" skills as class skills. 3) Cleric: The PHB cleric is replaced by the cloistered cleric and champion of good variants from UA. All clerics must have a deity. All clerics have a spell list based upon their deity. 4) Druid: Druids do not have Wild Shape as a class ability. Druids are cloistered clerics, but use the Druid spell list (with some additions and subtractions). 5) Fighter: Fighters do not start with medium or heavy armor proficiency at first level. Fighters gain medium Proficiency at third level and heavy armor at fifth level. At sixth level, the threat rating of any weapon in which the fighter has weapon focus improves by 1pt. The threat rating improves by an additional 1pt at 11th level and 16th level. If the character also has Improved critical, apply improved critical to the weapon's the threat rating first 6) Monk: variant is used (will edit later to elaborate) 7) Paladin: not available. Use the champion of good cleric from UA or take a LG fighter and certain feats 8) Ranger: The ranger must worship the campaign's nature deity. 9) Rogue: Rogues use the bonus feat variant from UA. The bonus feats come from a set of rogue bonus feats. Sneak Attack is a feat that acts as improved crit if the opponent is caught flat-footed 10) Sorceror: No familiar. After first level, a character must take a level from a bloodline to take the sorceror class 11) Wizard: A generalist wizard may choose Sage Lore or metamagic feat in place of a familiar. Specialists use the alternate specialist abilities from UA and get a set list of spells. A specialist can learn arcane spells not on their list. However spells not on the specialists list are considered to be one additional spell level higher than stated and they suffer a severe penalty to learning the spell. [B]Other allowable classes[/B] -Healer (Miniature's Handbook) -Psychic (Green Ronin's Psychic's Handbook) -Shaman (Green Ronin's Shaman's Handbook) -Swashbuckler (Complete Warrior): Switch Reflex save to Good. Grace is renamed and provides a bonus to fortitude saves instead of reflex. -Wilderness Rogue (UA) -Witch (Green Ronin's Witch's Handbook) [B]Feats[/B] Improved Critical: Stacks with keen but keen modifies threat by 1pt Improved Familiar: not allowed Weapon Groups (2e style) [B]Combat[/B] -Wound/Vitality Points -Armor as Dr -Class Defense bonus [B]Magic[/B] -spell points are used. -All Divine spell casters have access to specific group of spells plus additional spells determined by their deity. -Certain arcane and divine spells are unavailable either in the campaign or to certain classes despite being on the class's spell list (e.g., rope trick, flaming sphere, goodberry and blade barrier). -Summon Monster is changed to Summon Divine, Summon Elemental and Summon Infernal. Many of the monster's listed under summon monster are not available (e.g., there are no celestial badgers). [/QUOTE]
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