Deadworld

House Rules

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Changes to this section will be noted in Updates.

House Rules and New Ideas for 3rd Edition D&D

 

House Rules:

·         XP is gained from completing goals.  A new list of goals will be compiled for each session of play.  I may allow bonus XP if a situation calls for it.

·         Skills – I have condensed the skills tree so that some skills are included under a broader heading (example – Acrobatics includes both Tumbling and Balance).  For more information on this, see the entry on skills.  You needn’t use this skills system if you don’t like it, but it should guarantee a bigger “bang for your buck” with skill ranks.  All player characters start out with 4 ranks in Knowledge (Local) for their homeland.

·         New Skills – the only 100% new skill that I plan to use is Meditation (WIS), which helps casters of both Divine and Arcane magics renew their spells and allows rest through a semi-conscious state. 

·         Feats – An expanded list of feats will be posted to the website.  If you desire nothing more than the feats given in the 3.5PHB, that’s fine.  If you discover a feat in some text other than the PHB or those listed on the website, bring it to my attention and it may gain inclusion on the expanded list.  Feats more powerful than those listed in the PHB probably won’t gain inclusion.

·         Races – Cormuth has different races than those listed in the 3.5PHB.  Even humans have some minor changes.

·         Perks and Quirks – this is an optional system that encourages character development.  A player may purchase up to 5 points worth of Quirks for their character and these are spent either buying Perks or additional skills, feats or attributes.

·         Group Rolls – sometimes I will make one roll for a group of NPCs.  This will take the highest score from that sampling of NPCs and allow a synergistic bonus of +2/5 NPCs who are able to assist in the roll.  This will never be a combat roll, but may come into play for things such as Notice or Search rolls.  The other option is rolling separately for all of them.

 

Class Adjustments:

·         All classes: Profession and Concentration are now “all class” skills.  These may be bought as class skills regardless of your class.

·         Sorcerers use “mana points” and may exchange a higher level spell for several lower level spells.  Count up the spell levels, adding one to each level (0 level spells count as 0+1) and that is your mana pool for spell casting.  Spells cost 1+ the level of the spell to cast.  If your Sorcerer has meta-magic feats, then you must still subtract the correct number of spell levels from your mana pool when casting the enhanced spell. So, for instance, a fireball cast with the Empower Spell Feat (+3 level to the spell) would cost 3(fireball) + 1 (balance for zero level spells) + 3 (Empower Spell) = 7 mana.  The trade is not exactly one for one, but that's appropriate.  A sorcerer could use the mana points from a 3rd level spell slot (3+1= 4 mana) to cast 2 1st level spells ((1+1)+(1+1) = 4 mana) but the mana from one 2nd level (3) spell is not the same as 2 1st level spells (4).

·         Sorcerer’s familiars gain some additional benefits (toughness feat, +1 to saves/4 levels of the caster), and at level 5, Sorcerers gain the “improved familiar” feat for free.

·         Wizards gain the “Disable Device” skill as a class skill.

·         Non-specialist Wizards (AKA Pure or Purist Wizards) are allowed one free special ability which much be chosen at level one.  This is a metamagic feat that they are able to use once per day without penalty levels.

·         In addition – Pure Wizards are so adept at their studies that they receive a +2 bonus to any INT based skill roll for skills they are trained in.

·         Specialist wizards gain +2 to spell DC from their specialist school of magic.  This bonus “stacks” with all others they may gain from feats, items etc.

·         Specialist wizards are able to select one spell per “spell level” from their specialist school of magic and exchange a non specialist memory slot for that spell instantly (when desired).

·         Creatures summoned by a Conjurer gain +2 STR and CON.  In addition, the summoning spell has a +10% duration (or at least +1 round).

·         When an Abjurer casts a spell from the Abjuration school, that spell gains a +10% duration (at least +1 round) and confers a 10% bonus (at least +1) to any effects (resistance, +HP, +AC) allowed by the spell.

·         Monks use the “Oriental Adventures” table for their Base Attacks, at 6th level, their BA should be +4/+1.  This does not affect other aspects of the class such as “flurry of blows.”

·         Monks may multiclass freely.  Previously, once you abandoned pursuit as a Monk, you were done with the class and could never go back.  I see no reason to honor this rule.

·         Bards can train in any skill as if it were a class skill.

·         Bards gain the “Jack of All Trades” feat for free, allowing them to use any skill untrained.

·         Sorcerers gain the “gather information,” “bluff,” “diplomacy” and “intimidate” skills as class skills.

·         Priests of Deus – gain miracle working (1%/level+CHR modifier chance to perform a miracle once per day – the actual outcome of miracles are interpreted by the GM).  Priest of Deus gain the “Good” domain for free and are allowed two other choices from the following: Community (SC), Courage (SC), Glory (SC), Healing, Protection, Purification (SC), Strength, and Retribution (SC).  Deus does not seem to favor any particular weapon.

·         Paladins – as with Monks, I see no reason to restrict Paladins in their multi-classing ability.  You may freely switch back and forth between Paladin and other classes as you level.

·         Paladins of Deus – gain 2 beneficial powers: their lay on hands ability heals double the normal amount; in addition, their “cure disease” effect has the same beneficial effects as a Heal spell but heals no damage (this can remove effects such as ability damage, dazed etc. in addition to diseases).

·         Other Paladins – for example, Myrmidons of Mars:  rather than “Lay On Hands,” they are able to Impart Strength (cast Bulls Strength 1*/day +1time/CHR bonus), and rather than Cure Disease, they are able to Bring Destruction (mass “Magic Weapon” spell as an equal level Sorcerer, affecting all friendly combatants within a 30’r.).  Smite Evil becomes Smite Enemy and requires a designated target as an enemy combatant, regardless of alignment.  Divine Health becomes Divine Mind, making the Myrmidon immune to charm spells rather than disease.  They never gain the ability to turn undead but instead may Summon Monster once per day (+CHR bonus) as a caster 3 levels lower.  The specific rank of the summoning spell cast by the Myrmidon is equal to the highest rank Summoning spell that a -3 level Wizard could cast.  At 8th level, a Myrmidon of Mars with a 16CHR could cast a Monster Summoning 3 spell four times per day.  Creatures that answer the summons are always lawful aligned.  Myrmidons of Mars use their CHR for spell casting and gain bonus spells based on this.

·         Other Priests – I don’t have them written up so, if you want to play a priest of some other religion, please let me know in advance.  Religion options include Romans, Norse, Dwarven, Elven and Greyhawk.

·         Other Classes – if you know of a class from edition 3.5 that is outside of the regular PHB, and you are interested in playing this class or multi-classing into it later on, please bring this to my attention.  If you think that some class from the PHB is deserving of some GM love, and you have some changes in mind, feel free to run this by me.  I may completely agree.  I’ve heard several people in our group state that “rangers suck” but I’ve never been told why.  Reason brings change, so tell me what you don’t like and maybe we can fix it.  I’d like all classes in the game to be enjoyable and relatively well balanced.

Combat Changes for 3.5 D&D

·         Feint gives a +1 dodge bonus if you succeed, regardless of your opponent’s DEX

·         Shield Bash – size of the shield gives bonus to hit, but damage is less for larger shields because the force is distributed across a broader surface.  Smaller shields do 1d4 bludgeoning damage and larger shields do 1d3 bludgeoning damage.  Any shield with the “shield spikes” add-on does 1d6 piercing damage.  A tower shield cannot be used for shield bashes. 

·         Shove: Athletics (STR) skill resisted by Concentration (CON), pushes the opponent off balance, works the same as feint.  Unless you use a shield or have improved unarmed strike, your opponent is allowed an attack of opportunity when you shove.   Using a shield to perform a shove action confers the armor bonus of the shield to your Athletics roll, but unless you have the “shield bash” feat, you lose the armor bonus to your defense.  Bonuses for size are added into your Athletics roll for Shove.   Shove is a standard action. 

 

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