What rules have you changed in the game? [Archive] - Wizards Community

Post/Author/DateTimePost
Lancelot3679

06-02-04, 03:07 PM
Just wanted to get some insight from other GMs and players on what rules have been changed in your games regarding 3.0/3.5 rules. Most of my players were happy in the game that we were playing and except for a few upstarts, kept the info for 3.0 and didn't upgrade. In anycase, reposting some of my comments from another post, wanted more info from other players.
Thanks...

I think that it is the responsibility of the GM to ensure that there aren't characters breaking game mechanics, but at the same time, I wonder if there was any game testing on some of this things at all. In fact, that's one of the reasons why I have changed a number of things like: weapon damage, initiative, armor bonus and the way that armors work, certain spells were fixed (like the ability enhancers, what were they thinking... got tired of charcters casting it empowered).

I completly reworked the experience system so the table ran logically. FYI - You need less experience to get to level 6 that 5, do the calc... and the amount that you get for creatures versus a party that encounters it is off (3 ECL of the same level allows for a new step, increased that to 5-6).

With that, and so doing before hand, I totally reworked the magical items creation methods and cost functions to ensure that it was more balanced. Didn't really understand why there were level limits to wand spells or what the locgic was behind the stacking of the spells and the cost ratio on staves. Anyway....

Imp. Crit and the Keen (or the bashing version, can't really remember what it's name is) still stack in my games, that's my vote, and I wish that the game design team would take not of some of the crazy changes they want before releasing it in a book.
The Simbul

06-03-04, 07:45 AM
I removed all subraces from the game, especially the digustingly annoying plethora of Elven Subraces. Character can still choose to be a "Drow", "Sun Elf" or a "Forest Gnome", but those racial titles confer no additional or alternate abilities whatsoever, and are purely a mechanic of the character's background and personality.

I simply have become fed up with players who chose X or Y race based off how powerful or optimized a character they can make with it, rather than a desire to actually R-O-L-E-P-L-A-Y the said creature. The only exception to abilities rule is that I allow subterranean races to have superior vision, but such an ability is paid for by their sensitivity to light.

I also assign a 10% XP penalty for every Prestige Class a player character has beyond the first, although limited progression 5 level PrC's are not included in that limitation. I became a little sick of seeing the Spellcaster builds that take 2 levels of like seven different prestige classes which all give full caster progression, just so the said character could have the maximum amount of special qualities.

I also dont use any of the "converted" Iconic NPCs written-up by WoTC in any 3rd edition product, I convert them myself from their 2nd edition versions sources using the 3rd edition write-ups only as a guideline. If the "Elminster" who appears on the first pages of the FRCS qualifies as a CR 39 creature, then perhaps some Dalelands farmer should check to see whether or not any of his pigs accidentally drank a Potion of Flying.

Of course there are ALOT more house rules I could tack on as well, but I dont think I could go through them all. Those I guess are the only FR specific ones. Oh yeah, I also stripped Shar of the Shadow Weave---WotC decided they wanted another Weave to pop up out of nowhere, but apparently didnt want to retro-fit it correctly...like say give Shar a portfolio which would explain and allow her to control it perhaps?
tWiStEdDM

06-03-04, 08:45 AM
I agree about the changes made in 3.5... some of them make sense, but the majority appear to be 'change for change's sake' For example, you picked up on the Improved Crit feat + Keen... I've never been able to understand the logic in 3.5 of the two not stacking... Improved Crit is the character knowing where to hit with the weapon, whilst keen is a magical enchantment that, IMO, simply allows the weapon to cut deeper (hence a higher chance of hitting something vital.) Following the logic in 3.5 that improved critical and keen don't stack, surely that means you can't score a critical on a sneak attack either? There are so many odd changes in 3.5 that I haven't even bothered to buy any of the books as I honestly don't feel I'll implement enough of them to make the investment worthwhile... (I've borrowed them all from other players/DMs and read them all, so it's not as if I haven't looked...)

I can symapathise with The Simbul about players who pick races due to the associated ability bonuses/special traits... the whole D20 system does appear to be geared towards Ruleplaying rather than Roleplaying... to get around this, as well as the standard XP rules, I also have come up with an ad hoc 'Roleplay XP' table that I use to reward players who roleplay rather than ruleplay. The awards aren't huge, but they are enough of a benefit to motivate the PCs. Plus, as per usual, I have final authority over what the PCs play (I'm not a DM on a powertrip, but there needs to be a valid justification in their background for the choices they've made.) I've reworked the combat system so its more dynamic, preventing the 'Itchy and Scratchy' effect where the two combatants stand there and hit each other 'til someone falls over. I've also removed the Skills like 'Bluff' and 'Sense Motive' simply because I KNOW whether the NPC is going to believe the PC (of course, a convincing lie by the PC can sway the NPCs attitude) and at the end of the day the PC should make up their own mind or check with spells whether or not the NPC is lying, rather than simply relying on Die rolls... The same goes for skills like Gather Information... basically, anything I think the players can roleplay as opposed to simply roll a check for, I've removed.

Rogue sneak attack damage - only the first attack per round can be used to sneak attack... I personally believe that getting a knife in the kidneys is going to make you realise someone is there and when you're trying to hit someone more than once in 6 seconds, you're only going to have time to carefully aim the first strike. Plus, at higher levels, assuming they can surprise or outmanoeuvre the enemy (and they become surprisingly good at that in short order) it just gets silly...

I also don't allow players to 'stack' PrCs unless it fits their character backgrounds or the way their characters have been developing in game.

Just a quick point about Shar and the Shadow Weave... she has ABSOLUTE control over it (I believe it's covered in reasonable detail in Magic Of Faerun and Faiths and Pantheons...) in fact she has far greater control of the Shadow Weave than Mystra does over the Weave because denying a magic user access to the Shadow Weave doesn't cause Shar any problems, whereas I believe (bit hazy at the moment, I'm at work, so there's no way of checking this) Mystra has to have a damn good reason to cut off a magic user from the weave, else she's violating her portfolio.
Alac Luin

06-03-04, 12:00 PM
I like that 10% EX penelty for multiple PrCs.
How about 10% for each PrC that has not been compleated?

In my games, I've changed the spellfire slightly (no 1st level wielders, but have yet to have to inforce this, my players actually don't know about spellfire)

Daylight Adaptation is not a 1st level regional feat only (what were they thinking?)

The cleric's racial deity thing, not a rule, just a strong consideration (must have a good story)
Lancelot3679

06-03-04, 02:13 PM
I would love to remove Bluff and Sense Motive from the skill list, at that, Diplomacy is one of those that I really dislike too. I would love it if a character would role play these things all the time, but sometimes you just aren't on your A game. At the same time, I can understand having a mechanic to it, such as "My character is more persuasive than I am" or whatever.

At the same time, my players like the skills, so I leave them, but I will give a bonus or negative to the check if they try to act it out. If it's totally BS and the NPC won't buy it, they get a negative to the role. It keeps from ridiculous things occurring in the game.

As to the unusual characters, I still give the bonuses, but they clear the character by me, just like the Prestige Classes. If it doesn't fit, you can't play it. I am really tired of telling one of my PCs that he can't play a Shade as a good character... some players.
Forsaken_Rocker

06-04-04, 10:08 PM
whatever suits my campaing or players liking's best. Ill change rapiers to light weapons, consider scimitars as light weapons when dual wielder (to reduce penalties) change requirments etc etc etc, its all what suits your current situation better
BHC_Crow

06-06-04, 12:24 PM
I'm on the same page as TwistedDM.

So far house rules as follows:

1. Keen and Improved Crit stack. One is a fighting skill, the other is the magic edge of a weapon. period.
(made this ruleing because I got tired of how with each edition or upgrade they continue to weaken the fighter class, who is more apt to use the feat in question)

2. Roleplay purpose only: you can use the saber stats out of FRCS for a more "mid eastern style scimitar. The scimitar from the Players, and FRCS are considered two seperate weapons as far as game rules go. (So its just a name thing really)
(made this ruleing because ever since I picked up the 3.0 Players the 1d6 damage on a scimitar has been bothering my better judgement. Just compaire a short sword to a shamshir and you'll get my drift.

3. Ambidexterity, No longer a feat in 3.5. However... I allow anyone with a 19 dex or higher to not have an off hand for single weapon/skills ect.. A Two weap fighter can lead with either hand on a round by round basis (deciding which gets the full str bonus, and which gets the .5 ect..)
(made this ruleing cause of just a little flare and common sense).

4. Dodge/Parry. (this is just the brief rundown of my house rule)

As an Interrupt. You can parry a weapon same size as you or smaller by using up one of your next attacks. (if you are not doing a full attack when your turn comes about, ya cant do it.) You roll an attack and match or beat the attackers roll. You can only try and parry an attack that matched your AC or one point higher (rule of two).

You can dodge a weapon that is larger than you by doing the same as the parry except you have to roll off your "Base Ranged attack bonus"
Ya Cant dodge/Parry natural 20

(made this dodge/parry rule For just a little extra option and choice in a fight)

5. Rapier (havent implimented this rule yet, and will probably tweek it some). If you use a non-magic/non-Adaman ect.., rapier against anything with an armor/natural armor bonus of 7 or higher you take either a -2 to attack or a -2 to damage (attackers choice) guess its a 2nd edition thought.

6. Sneak attack is just that. a stealthy strike against an unaware target. I do not allow rogues to sneak attack just because they are flanking an oppontent. They must use their skills and "sneak" up on their intended victim or catch someone flatfooted (like a bored guard on top of a castle battlement)
BHC_Crow

06-06-04, 12:26 PM
I dont have any role playing rules for PRcs and such. My players are real good at not metagame thinking but you all have good ideas especially the 10 % exp penalty for more than one pRCS
thalious

06-07-04, 03:38 AM
-NO XP penalties for anything, other than OOC or Metagaming violations, which have yet to happen with my current group.

-Stats may be rasied by more than 5 points as a result of level gains or wishes.

-Bonus Spells due to a high stat do not have to specified or picked before hand, thus being usable as free slots, letting casters have the aura of always have the right spell, while not going overboard.

-Keen and Improved Crit have always and will always stack IMC.

-The Sword of Sharpness was reintroduced

-CR is used a guidepost for XP, I tend to award XP on the actual challenge faced and overcome.

-ECL does not exist.

-a character may uses wishes to buy feats up to 1/4 of their TCL (total character level). Thus far, my players have not abused this and they know it goes for NPCs and BBEGs too.
Ryltar Swordsong

06-07-04, 06:04 AM
1. 2e cosmology. The blasphemy of the 3e FR planes makes me nauseous.

2. No stats for gods, just their avatars. Just like in 2e.

3. d10 HD for rangers. 3.5 wilderrogues don't cut it IMO.

4. Some changes to the 2-weapon fighting rules.

There are more, but they are mostly little nitpicky things.
Zanan

06-07-04, 07:30 AM
I am inclined to disallow that weapon finesse and two weapon fighting works without penalties. A rogue with a couple of daggers, high Dex and those two feats will cause havoc once he is of decent level (8+) and gets the chance to sneak attack (by simple flanking) into a melee fight. Though I would only chop the secondary attacks (including off hand) from the sneak attack hit per round. Thus, if a rogue does indeed flank and can strike more than once, only one of those attacks is an actual sneak strike.
Shemeska the Marauder

06-07-04, 02:34 PM
Originally posted by Ryltar Swordsong
1. 2e cosmology. The blasphemy of the 3e FR planes makes me nauseous.

2. No stats for gods, just their avatars. Just like in 2e.


How true, how very true. I say this as a person who didn't play DnD till 3e was out. The 3e FR cosmology is a grand cluster (insert favorite naughty word) of biblical proportions.

Deity stats gives me memories of being told horror stories of munchkiny campaigns where people started at A in dieties and demigods in 1e and worked their way through the book. *shudder* Deities as described in Planescape worked so much better, kept the mystery of the things in place, and didn't make them only seem like the kid in 4th grade does to all the kindergartners. They were beyond stats when it came to mortals back then, and it should have stayed that way.
Mel Ann Cholly

06-07-04, 03:27 PM
Much like alot of people, keen and improved critical stack. I don't care if a player wants to get two keen falchions with improved critical, and all the two-weapon fighting feats so they can crit on 12s and rape pretty much everything. Just means somewhere out there there's an NPC who's gonna do the same thing to them...

Also, no Mord's Disjunction. We have an understanding regardless of who's DMing and who's playing. The DM won't use it against the players, and the players won't use it against the monsters. It just seems mean to use it.