| Post/Author/DateTime | Post |
|---|---|
| Tequila_Sunrise01-22-08, 04:09 PM | To practice my InDesign Fu I'm writing up a pdf document of all the best house rules and variants of 3rd edition. I'd like the community's suggestions about favorite house rules, as I will be making the pdf available for free download after it's completed. Before making your suggestion, consider the three traits of a good house rule: 1. Funness. A good house rule makes the game more fun, either by making the rules easier to run or by bringing the rules closer to the game setting. Funness is of course subjective; what's fun for one group might not be fun for another, but the best house rules and variants are fun for a large number of groups. 2. Simplicity. A good house rule can be basically described with a sentence or two and can be defined within a page or less. There are exceptions of course but all house rules and variants should strive for this ideal. 3. The Ripple Effect. A good house rule has a limited impact on other game rules. Often it is impossible to change one area of the rules without affecting another, but all house rules and variants should strive to limit their ripple effect on other rules. Also could someone tell me just how much I can write about WotC published HRs and variants? For example if I wanted to recommend the variant turning rule from Complete Divine, I'm pretty sure I could give a non-detailed description of what it does, but I could not actually reproduce the variant in my pdf. Is this assumption correct? What if I wanted to slightly redefine it or create rules for how it interacts with Improved Turning and Greater Turning? Thanks everyone, TS |
| Teh_username01-22-08, 10:50 PM | Also could someone tell me just how much I can write about WotC published HRs and variants? For example if I wanted to recommend the variant turning rule from Complete Divine, I'm pretty sure I could give a non-detailed description of what it does, but I could not actually reproduce the variant in my pdf. Is this assumption correct? What if I wanted to slightly redefine it or create rules for how it interacts with Improved Turning and Greater Turning? I believe you'd be safe doing so, as long as you stick to the same unofficial rules used in most reviews, i.e. paraphrasing instead of plagarising, "suggesting" ways to correct what you see as an oversight in the rules as written, and giving credit where credit's due. |
| CryoSilver01-23-08, 07:15 PM | In my games, every character gets 2 free class skills that are always considered class skills. Use Magic Device is not allowed. Every character also gets an extra skill point (or 4 at first level) for taking a levelin their race's favored class (humans and such get the extra point for taking levels in whatever class they took at first level). |
| Tequila_Sunrise01-24-08, 04:39 PM | Thanks, guys. Also does anyone know what the name of that rogue class feature is from Dungeonscape? The one that lets rogues deal half precision damage against creatures normally immune. TS |
| Dog_O_War01-26-08, 12:37 PM | Since 1_ton ghost hasn't mentioned it yet, cover from 3.0 was WAY better than 3.5. Maybe a little complicated for some players, but the system was much more detailed. It showed that there really was a difference between a 3 inch arrow slit and a 3 foot high wall to a 6'0" human. |
| Eldritch_Lord01-26-08, 01:49 PM | Since 1_ton ghost hasn't mentioned it yet, cover from 3.0 was WAY better than 3.5. Maybe a little complicated for some players, but the system was much more detailed. It showed that there really was a difference between a 3 inch arrow slit and a 3 foot high wall to a 6'0" human. Seconded. Hmmm...simple house rules I use.... 1) Everyone gets an extra 2 skill points per level, usable as desired. 2) All 0-level spells (except inflict/cure minor wounds) are usable at will. 3) No multiclassing penalty/favored classes. 4) No arcane spell failure. 5) Cross-class skills cost 1 point, but max ranks are the same. Those are the only ones I can think of that are easy to describe and implement that aren't due to my own ideosyncracies. |
| Werral01-28-08, 05:56 AM | +2/+2 feats (like Alertness, Self Sufficient) or Skill Focus, make those skills class skills or that character. regardless of class. So a fightere with Self Sufficient can treat survival and heal as class skills. |
| squidyak01-28-08, 11:56 AM | +2/+2 feats (like Alertness, Self Sufficient) or Skill Focus, make those skills class skills or that character. regardless of class. So a fightere with Self Sufficient can treat survival and heal as class skills. I like that. |
| Eldritch_Lord01-28-08, 03:11 PM | I like that. Likewise. Yoink'd. |
| Werral01-28-08, 05:49 PM | Glad to hear it, may it spread out across the 3E universe... |
| navar10001-29-08, 02:46 AM | You don't lose a level with Raise Dead or Resurrection. You do lose (current level - 1) x 1000XP. However, for all reasons it means to be of your level, you retain your level regardless of the number of actual experience points you now have. The number of actual experience points you need to gain a level does not change. With True Resurrection you do not lose the XP. |
| unundindur01-29-08, 10:23 AM | ~Eiir campaign standard 1.0~ I use the point buy method for stats, with 32 points. All stats start at 8. 9-15 cost 1 point, 16-17 cost 2 points and 18 cost 3 points. A stat can also be lowered down to a minimum of 6, with a gain of 1/2 point per decrease. Players and important villains gain maximum hit points at every level, while ordinary npcs gain half. The scimitar and rapier are light weapons. The short sword, long sword and bastard sword deal slashing or piercing damage. All characters gain Weapon finesse for free at level 1. You do not suffer any penalty for multiclassing. Fractional bonuses, from Unearthed arcana (pg 73). You gain feats, skills and ability bonuses for level-adjustment levels. All skills are class skills for all classes, except use magic device and spellcraft. Dagger is a special monk weapon. We use level-independent xp awards from Unearthed arcana (pg 213). The feat Two-weapon fighting grant a character the ability to make an additional off hand attack any time he would be allowed an attack (thus it incorporates perfect two-weaon fighting and a lot of other feats), but all attacks suffer a -5 penalty. Sneak attack only apply to the first attack with each hand. These have proved to either stremline gameplay, add fun or otherwise improve the gaming experience. |
| skrap-san01-29-08, 04:48 PM | You gain the same amount of bonus spells on level 0 spells as you do on 1st level spells from a high ability score. |
| hisnamehere02-05-08, 09:25 AM | Some rules I have used, not necessarily all in the same campaign, as well as some that I like but have yet to implement (as it always messes something up when you try to implement a new/variant rule in the middle of an existing game). - Hand, light, and heavy crossbows are simple weapons, as it doesn't take more skill to aim and pull a trigger (like modern-day guns) then avoid dropping your club due to impact vibrations. - Repeating crossbows are martial weapons (like automatic rifles used in the military). - If you have a feat the benefits of which you now gain due to a class ability, you instead gain either a) the feat again if able to be taken multiple times, b) the next logical progression of the feat chain, or c) a feat similar in theme (DM approval of all, of course). - feat: Artist; prereq - Cha 13+; you gain a +3 bonus to the chosen skill. This stacks with Skill Focus. - Rangers can gain different feat sets other than Archer and Two-Weapon Fighting, following appropriate themes. I've had Displacer Beast and Unarmed/Beast themes of note. I'm not quite sure if this follows the "Best of 3rd Edition" idea, but I hope someone finds them entertaining (good or bad, I suppose). |