[3.5] My House Rules

Post/Author/DateTimePost
#1

celestialkin

Jan 31, 2009 9:43:48
The following are my homebrewed cosmology's house rules.

This thread is where I will be storing, organizing, and gradually over the years updating my multiverse's rules.


Note to my players:
Do not post in this thread.

By the time you read this this thread will probably too old, and bumping it would be considered thread necromancy according to the forum rules of this site.

Updating this opening post (aka the OP) will not cause this thread to bump to the front page, so I will still be able to update it as needed.


Disclaimer from the DM:
As you might or might not be aware, I run a multiverse which is both low-magic and low-wealth.

For some players this style of gaming is clearly not for them, but for others like myself it is quite enjoyable.

Please be aware of this if you decide to play.


What you need to read before playing:
You DO NOT need to read every word of my house rules to get started (It would be appreciated, though. :smallbiggrin.

To start making your character you really only need to read the following:
  • All of the Basic Information Everyone Needs to Read section.
  • The parts of the Race Changes section which relates to the race you want to play. First skim over the Races specific changes subsection to see if any changes have been made to the race you want to play. Secondly skim over the Favored Class changes subsection to see if a change has been made to the race you want to play.
  • The parts of the Class & Prestige Class Changes section which relates to the class you want to play. First see if there are any changes to the class you want under the Class Specific Changes subsection. Only read Classes, Prestige Classes & Multiclassing if you are interested in multiclassing or a prestige class, only read Prestige Class Prerequisites if you are interested in a prestige class, and only read Gaining a familiar, animal companion, mount, etc. if your class relates to one of those creatures or if you want to take the Handle Animal skill for your character.
  • In the Other Changes section the only subsection you need to read in it's entirety is the Combat Mechanics (Don't worry, it is not necessary to memorize it word for word. You'll get used to it during play). Then simply skim over Feat Changes and Skill Changes to see if any feats or skills you want to take for your characters are mentioned there.
  • Everything else is for the most part optional, and/or for you to read at your leisure. Even the Magic Changes section is not necessary to read unless you are really determined to play a caster. However, be warned that eventually all of this will come up in-game.



__________________________________________________ ____________

Updated August 15th, 2009





Differences In My World
(As of August 15th, 2009)
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Basic Information Everyone Needs to Read





Alignment:
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• No playing evil characters! Anything else is fine.

• Chaotic Neutral does not mean "Chaotic Evil Lite", nor does it mean "Chaotic Stupid".

If I determine that you are in fact playing a "Chaotic Evil Lite" character, the character will become an NPC under my control in my multiverse. You may then roll up a replacement character.

Chaotic Neutral characters are not "Chaotic Stupid". Much like a LG character is not "Lawful Stupid", but is often interpreted as such.

• Depending on the campaign I might decide players do not need to choose an alignment for their characters. In these cases role-play your character as you feel he/she would act, and I will keep notes of their behavior and decide for myself what I feel their alignment is for game mechanics relating to alignment. If your character is doing something (such as a class) which requires a specific alignment you must still fulfill those requirements. Again, no evil characters!

• There are no set alignments for creatures/races in my setting. Certain races might be slightly likelier of being of a certain alignment due to their racial deities, but only slightly. Therefore, you are almost as likely to see a good red dragon as you are to see a good gold dragon, and you are almost as likely to see an evil gold dragon as you are to see an evil red dragon.

There are exceptions to this rule, such as demons, devils, and celestials. However, even this is more lenient in this setting.

• If your character's alignment shifts to an evil alignment, it becomes an NPC in my multiverse under my control. You may then roll up a replacement character.
#2

celestialkin

Jan 31, 2009 9:47:08

In my campaign world I will be significantly altering some rules and mechanics:
(Additions to this list will be added over time.)


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Magic Changes





An Explanation of How Magic Works in My Multiverse (Both Arcane & Divine):
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n my setting magic can be looked as a "process" by which those few who have access to it can manipulate, or even break reality to their will.

This "process" requires three separate step:


Step 1: The Power Source

Magic, whether divine or arcane in nature, requires a "power source" to function. This source of power must be of massive quantity, for it must bend the fabric of reality itself to it's wielder's will.

This "power" supplied by these sources can not be described easily, and divine and arcane power are two very different beasts. Some scholars describe this power as the pure unrefined state of the universe, contained and harnessed to reshape reality after it has settled into it's current state. Others believe the power used to achieve magic originates from beyond even the multiverse itself (from where is not certain), explaining why it is able to bypass the very laws of physics which govern the various realities of the cosmic wheel. Many more theories abound of course, but these are among the most pursued by scholars.


The gods themselves serve as the power sources for their Divine Casters. Bestowing a small portion of their colossal power within each of their chosen vessels. However, though the gods are entities on a level of existence which is incomprehensible to most mortal minds, their power is not truly limitless so they must be wise in distributing it among their followers.

IMAGE(http://i47.photobucket.com/albums/f173/celestialkin/932a637662e05759b5b83ca9924282fe-1.jpg)

(Above is an adept being bestowed her god's power after her morning prayer.)


Sources of arcane power can come in many different forms, though all are rare, and all are viciously sought by countless beings and organizations from throughout the Great Wheel. The appeal of an arcane power source is that it frees one from reliance on another being such as a god. However, one must still have the scarce knowledge of how to focus and manipulate this cosmic power (see Step 2 below), which is why many Arcane Casters originate from the ranks of Divine Casters.

IMAGE(http://i47.photobucket.com/albums/f173/celestialkin/Mountain_Of_Light_by_muslimz-1.jpg)

(Above is a depiction of a mythical spellbook.)


Step 2: Focusing The Power Into Our World

As stated above having access to a power source, though a feat of immense and widespread significant on it's own, alone does not mean one can create "magic". The power must still be brought into our reality. This requires that the power be focused through a specific physical item who's properties will interact with the energy to achieve a desired effect. Which item is used for which "spell" varies depending on what effect the "caster" is trying to achieve.

Usually the strain caused by this process damages or completely destroys the object used as the "focus". Because of this most focuses are one use items. Holy symbols are an exception to this, for they are protected by the deities they embellish.

Sometimes a bit more effort on the caster's part is needed to achieve a desired magical effect when simply focusing the cosmic power is not enough. This is when a caster might insert Somatic Components and/or Verbal Components into a spell to further manipulate the energy to his liking.

IMAGE(http://i47.photobucket.com/albums/f173/celestialkin/Lulu_casting_a_fire_spell.jpg)


Step 3: The Result

The cosmic power, now properly focused and manipulated to achieve a goal, fully enters our reality and attempts to change it as the caster had planned. (This is akin to how an alchemist might mix and manipulate chemicals to make them suitable to achieve a specific purpose, such as melting rocks or exploding.)

IMAGE(http://i47.photobucket.com/albums/f173/celestialkin/__G_S_V___Alexandria__s_Spell_by_Mo.jpg)
#3

celestialkin

Jan 31, 2009 9:54:59

Race Changes




Races specific changes:
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Elves (All):
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Elves descend from the fey, and the Seldarine were once part of the Seelie Court. This was before the Queen of Air and Darkness broke of to form the Unseelie Court. This also means that the Dark Seldarine were once part of the Seelie Court, since they were once part of the Seldarine. In fact, it is believed by some that it was the Queen of Air and Darkness herself who later tempted Lolth into darkness, in a humorous way mirroring what had happened to the Seelie Court in the Seldarine.

Elves still retain some of their fey magic. Once they reach their middle age category (p. 109 of the PHB) they cease aging any further physically (this overrules the PHB entry). However, due to their nature and outlook on life they due not get the mental benefits of Old and venerable age. They are immune to any spell or effect which would cause them to age an age category.

Elves may not die of old age, but they can still be killed by normal means, such as by the edge of a blade.
#4

celestialkin

Jan 31, 2009 9:55:51

Class & Prestige Class Changes




Class Specific Changes:
(Additions to this list might be added over time.)
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The Adept:
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a) The Adept is the only caster class available at first level to PCs.

b) To take this class the player must have a background story explaining where the character received his magical training, and what the character did to earn this training. Depending on this background, and how it fits into the current campaign and/or campaign world the DM can choose to veto this character.
#5

celestialkin

Jan 31, 2009 9:56:48

Other Changes




Feat Changes:
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All Feats
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• Feats which I feel defeat and/or bypass the purpose of roleplaying are not allowed. The feat Master Manipulator (Player's Handbook II p.80) is a prime example of these types of feats.
#6

celestialkin

Jan 31, 2009 9:57:39
• Finally, the rules and mechanics of D&D are not set in stone. The DMG even states that its rules should be changed in favor of fun. If you have any ideas, if you want to do something a bit differently, or if there is just something fun you want to try please let me know! I can work with you.

As I improve as a DM I hope to run more role-playing oriented games. Therefore, as time goes on I will start to let things such as balance slide a bit in favor of role-playing. If you are looking for a simple hack -and-slash type of session I might not be the best DM for you. I am the kind of person who prefers laughs and fun at my table instead of mechanics and rules-layering.



Other less important differences:
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• All dwarf females have beards.

• All Halflings wear shoes, and do not have big furry feet.

• Sentient constructs such as warforged, and outsiders such as demons, devils and celestials all have souls and afterlives. Outsiders are not simply reabsorbed into their plane.

• Petitioners retain their memories in their afterlives.

• Humans are not the dominant race in this world. They die too fast, are too divided, fight too many wars, and are way to rash and headstrong to be the dominant and increasingly powerful race they are portrayed to be in most settings and media. In fact, their numbers are significantly smaller than that of the older races, and humanity is currently dying out.

• Fey never truly die. When they are killed they are merely banished to the Plane of Faerie for 100 years. Afterwards they are free to leave to other planes. Occasionally a member of the Seelie Court might decided to intervene, and have it's petitioner serve it's banishment on the Seelie Court's planer realm instead. The Unseelie Court might decide to do the same, or they might have other, more sinister, plans for their evil petitioners.

• When spells such as Reincarnation and Resurrection are used on fey they will always return as fey. They will either return as another fey, or simply return as a fey of the same type they were previously (even with Reincarnation). Such spells lift the Fey's 100 year banishment and return them from the Plane of Faerie. As with non-fey, Fey may decide whether or not to return (see spell descriptions).

• All familiars can speak.
#7

celestialkin

Jan 31, 2009 9:58:12
(Reserved)..
#8

celestialkin

Jan 31, 2009 9:58:45
(Reserved)...
#9

celestialkin

Jan 31, 2009 9:59:34
(Reserved)....
#10

celestialkin

Jan 31, 2009 10:00:11
Oh, and I am also making this thread in the hope that the experienced DMs here can give me their opinions on all this while the thread is still within the first few pages of this forum.
#11

tequila_sunrise

Jan 31, 2009 11:51:46
Not to be nasty, but I'd need to use an epic feat of persuasion to get any player I know to read all that before playing.

TS
#12

celestialkin

Jan 31, 2009 11:56:36
Not to be nasty, but I'd need to use an epic feat of persuasion to get any player I know to read all that before playing.

TS

Hmm. Good point.

Perhaps I should add a disclaimer that anything past "In my campaign world I will be significantly altering some rules and mechanics:" you only need to read what is relevant to your character, and the rest you can read or not read at your leisure?
#13

kuonji

Jan 31, 2009 13:27:17
Ah, so much to comment on

Alignment: No evil, not an uncommon requirement, no big deal. Given your removal of much of the creature based alignment, you might just as well toss out alignment.

Dice Rolling: Good to know what is expected. Will you and the players be expected to roll all dice out in the open? This is something I, as a player, like to know.

Nonattendance: I think it's too vague. I think it would be helpful to have more information about what will occur if you cannot make a session. For example, will/can other players proxy a character for combat participation? Will the missing player receive xp and if so, how much?

Rolling characters: I'm not a big fan of rolling for scores, though that isn't really the issue. Why add Comeliness back in?

Languages: It's different but looks OK to me. The only concern I have is the potential for the PCs to not share a common language. While this can make for interesting RP, I think it's best saved for situations where the PCs are attempting to communicate with NPCs.

OOC talk: Nice bear.

Non-core: DM approval, pretty standard stuff.

Player style: I think the first 2 points are largely unnecessary and a little rude. If I have two good options on leveling up, both fitting with my character, and I take option A over option B because it's mechanically better, am I going to be labeled a powergamer? If I point out a rules issue after a session because I perceived an error, will I be labeled a rules lawyer? Will these labels stick and come back to haunt me later?

On backgrounds: I too like my players to have backgrounds, but I've found that not everyone enjoys putting a whole lot of work into a backstory. Something that I've use to good effect before is to meet with each player individually prior to the game's first session and talk with them about their character's history. One, it's more interactive, and two, I can take notes for players who aren't great at writing up a character history.

Magic and class changes: It almost looks like you want to say: No spellcasting classes allowed for PCs, but without actually stating it that obviously.

I like your ideas for PrCs. I've never really liked the whole meet the minimum requirements and magically get a PrC setup.

Races: Elf: mostly fluff, looks OK to me.
Half elf: Remove "Due to the fact that it is universally agreed that Half-Elves are underpowered". It's not that I disagree with you, it's that this statement is really jarring when reading the rest of the block. Most of what you have is some nice fluff and that little bit breaks the interesting reading.

Combat Mechanics: No opinion on the dodge. On defense rolls and round-by-round initiative: I have both liked and disliked these options since I read about them. On the one hand, they provide a more unpredictable combat, on the other, it tends to add a bunch more dice rolling which can slow down combat. I probably wouldn't run them myself, but I wouldn't mind playing on them, so long as it's understood by everyone that it might slow down combats. (I don't really care about combat length, but I know some people chafe at slow battles.)

Economics: Bartering: I'm a little confused by bartering. Is this mandatory? Meaning, every time I want to sell something I will be expected to use the barter system? If so, I would find this incredibly annoying and would hope that someone in the party enjoyed it so they could handle it for me. Extra RP and/or dice rolling just to pawn some junk and buy food or weapons sounds interesting if it's an occasional thing, but to do it every time would, in my opinion, get old fast.

Craftsmanship: Interesting idea.

Feats: The bypassing roleplaying type feats: It would be nice to have a list, even if not comprehensive, as a baseline.

Leadership: Looks OK.

Skills: Again, looks OK to me.

Anyway, there's my opinions.