D&D Third Edition
House Rules (v2.1)
1. If a player is absent, his character will be sidelined as long as there are 3 other players present. Otherwise, absent players’ characters may be optionally run by players in attendance.
2. As long as at least 50% of the players can attend, we will play (unless a majority of those absent object).
3. If a new character is created or joins the party, his character will start at a character level one level less than the lowest current character level in the party, or with a character level of 1 (whichever is higher).
4. Any die roll resulting in the die not lying flat on the table or some other surface will be re-rolled. The DM reserves the right to occasionally have some rolls take place on the mat before witnesses, and not on the computer.
5. Players will only reference Player’s Handbook or similar guides during the game. Dungeon Master’ Guide and Monster Manual are particularly prohibited.
6. When characters are addressing each other, they should do so in character.
7. The adventure(s) will be based in the Forgotten Realms (FR) fantasy setting. All locations and areas other than the Kingdom of the Bloodstone Lands will be used “as is”, however, famous notables (e.g. Drizzt, Elminster) may or may not be known by your character. My customization of Bloodstone will be used, because I’m lazy and that is the material I know.
8. FR source material supercedes Wizards of the Coast (WotC) material.
9. We will switch to D&D version 3.5 when it is released. Sorry, but that means a new Player’s Handbook for everyone.
D&D Third Edition
Variant Rules
1. We will use the standard initiative rules (roll once per combat).
2. We will use the 1/20 variant rules on “to hit” roles (DMG, p64). A “1” shall be –10, and a “20” shall be a 30. A “1” is not an automatic miss, and a “20” is not an automatic hit.
3. We will use upkeep costs (DMG, p142).
4. No renaissance or greater technology weapons, ever. (I hate guns in D&D).
5. Identification of magic items will require use or a Spellcraft or Knowledge (Arcana) check (DMG, p175). Most magic items will not instantly impart knowledge of their purpose and function to a wielder.
D&D Character
Creation Rules
1. The initial set of characters will each be single-classed and first level.
2. Characters may take maximum hit points at first level.
3. Players must play their own gender (I’d need a good reason why not).
4. I would like a character bio before starting. This should include at least one (small or large) paragraph regarding physical description (height, weight, hair, eye(s), etc.) and a personality description (aggressive, passive, greedy, sensitive about height). There must include one thing that drives him (Cult of the Dragon killed all of my brothers), one thing he would not ever do (back down from insults), and one major fear (falling or water or whatever). Preferably, there are reasons for these (Why falling? Why water?). You get a gold star if you incorporate Bloodstone Lands material into your character bio, but it is not required.
5. Character alignment cannot include the descriptor “Evil”. I also frown heavily upon Chaotic Neutral.
6. The races that are acceptable are listed in the chart under item #7. If you don’t see the race you wanted there, contact me to discuss.
7. Ability Score Generation: 40 point buy system (described on p. 20 of the DMG). Charisma must be at least 8, unless you have a specific role-playing reason why not (and it had better be a good one).
Here is the summary: All six ability scores start out at eight. Each point above 8 costs 1 point, up to 14 (e.g. one 14 costs 6 points; six 14’s would cost 36 points). A 15 costs 8 pts, a 16 costs 10 pts, a 17 costs 13 pts, and an 18 costs 16 pts. So, for example, if you wanted the highest ability scores you could buy with 40 points, it would be an 18, 17, 16, 9, 8, and 8. Once the purchasing is completed, you then apply the racial modifications from the chart below.
|
|
Human*/ ½ Elf |
Gold
Dwarf* |
Shield
Dwarf* |
Moon Elf |
Sun Elf |
Wild Elf |
Wood Elf* |
Rock
Gnome* |
½ Orc* |
Lightfoot*/ Strongheart
Halfling |
|
Str |
0 |
0 |
0 |
0 |
0 |
0 |
+2 |
-2 |
+2 |
-2 |
|
Int |
0 |
0 |
0 |
0 |
+2 |
-2 |
-2 |
0 |
-2 |
0 |
|
Wis |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
Dex |
0 |
-2 |
0 |
+2 |
0 |
+2 |
+2 |
0 |
0 |
+2 |
|
Con |
0 |
+2 |
+2 |
-2 |
-2 |
0 |
-2 |
+2 |
0 |
0 |
|
Chr |
0 |
0 |
-2 |
0 |
0 |
0 |
-2 |
0 |
-2 |
0 |
*Indicates races common for
the Kingdom of the Bloodstone Lands
8. Starting Gold: Maximum for your class. Masterwork armor must be justified, except in the case of regional bonus equipment (that is the justification).
9. Classes – All classes are available, with all benefits and restrictions. Special faiths for monk and paladin multi-classing, as in the FR campaign setting sourcebook, can be discussed.
10. Spellfire and other unique feats I’ll consider on a case-by-case basis. Contact me to discuss.
11. Everyone has a patron god or set of gods and a reason for this choice. If you believe yourself to be godless, be aware that there are penalties in the afterlife that affect resurrection in FR. Gods are race specific. You must be either full/half that race or have been fully raised in that community to revere racial gods.
12. We will use regional feats and languages from the FR source material (p28-32). Realizing that everyone may not have put out the $40 for the book, I’ll be happy to discuss over the phone any region of the land. For Bloodstone:
D&D Character
Progression Rules
1. Characters may optionally take fixed hit points past first level (DMG, p42).
2. We will apply training time when increasing levels or adding an additional class. Training will take one FR calendar day per new character level. There must be interaction with another NPC/PC who has the skills/feats you want to learn who can teach you. This does not apply for first level characters or for skills that are in constant use: listen/spot/search.
3. I will enforce multi-classing penalties, where applicable.
4. Feats available would be all PHB feats, FR feats, and most supplementary material (WotC D&D) feats. Any other material (e.g. Mongoose, Kalamar) must be discussed with me.
5. Ability increases (at every 4th level) – Int increases are not “retroactive”. For example, if Tordek increased his int from 13 to 14 at level 4, he would not get additional skill points for those levels he missed the +1 skill point bonus. It would apply for level 4 and thereafter.
6. No custom prestige classes. There are plenty in the published material to choose from.
Special
thanks to Thomas Eng for actually writing down in intelligent paragraphs house
rules that I have been informally following for a long time. It certainly made it easier to generate this
list, when I could cut and paste many of his rules right into here.