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Campaign Extra Date 1996-09-13
Last Updated 2020-10-03 08:28:28 - Update

House Rules

General Campaign


NPCs mentioned in this Episode:

... and now... Introducing 4e!Gone are the days...... of
stacking 10 bonus types (luck, enhancement, divine, etc),... of PCs walking
around like Christmas tress with a hundred magic items dangling from every
extremity like Christmas ornaments,... of ambiguous combat descriptions,
measuring tactics in our imaginations and arguing over logistics,... and of
battles and combat that grew so complex as to dominate entire gaming
sessions!



Welcome to 4th Edition!

We are just starting, so we haven't made any
house rules yet. Hopefully, we won't have to! Some issues that persist from
previous campaign parties include the following:

Religion in the Flaeness



  • A great deal of our campaign involves the development of religion
    across the Flaeness, and the evolution of divine powers

  • Certain select Player Characters in our campaign's roles have hinged
    almost entirely on the motivations that have come from these powers

  • These characters will keep all aspects of their storylines, and it is
    the background stories that will evolve to accommodate the intricate
    tapestry of stories so far

The Evolution of Game Mechanics



"text-decoration: underline; background-position: 0 0">The Good 'Ole
Days of AD&D



Do you remember when you could spend Character Points to
avoid a bad roll in the worst circumstances?  Remember when paying for
cool abilities was done by taking on every Disadvantage you could get your
hands on?  Spell Criticals?  Sneak Attacks that had to be from
behind!?!?  I do.  Advanced Dungeons & Dragons
was incredible fun.  Introduced originally around 1983-84, TSR Inc.
continued to publish the new AD&D and the old D&D simultaneously. 
Soon, the more versatile version won out, and it was almost 15 years before
significant revisions were done.



 



Welcome To 3rd
Edition!



The new millennium rolled by, and whispers of a new version
of D&D rose from a gamer's fairy tale to a much-anticipated event.  We
adopted 3E with the blanket ideology: "It's going to be better
all-around."
 Ah well, you know what they say about 'best laid
plans'...  For the most part, 3E was great.  With more options than
even 2E's Skills & Powers or Spells & Magic could offer, and a fresh
new D20 system to work with.  Took a bit of getting used to, sure. 
But what that's worthwhile doesn't take a bit of work?  So, even
being able to forecast some difficulties wasn't enough to keep us from adopting
the new 3E rules in their entirety.  However, two years of play-testing
and trolling every message board there is led to the inevitable conclusion: 3E
needed a face-lift.  And so...



 



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Bring On The 3.5



We're still familiarizing ourselves with all the changes
that are being introduced with the release of D&D 3.5, but we've decided
it's best to adopt it all, and whittle off what doesn't work.  So...



  • We are playing with 3E rules all across the
    board.

  • Where 3.5E made changes, we're using ALL of them to
    start.

  • Any changes we have made, are listed below

 



 



 



 



Religion



"font-family: Arial; background-position: 0 0">Eric has designed a very
different pantheon according to the original Greyhawk Wars campaign. 
While this is yet finished, any changes made are detailed briefly in his
fiction, "Important Factions" target="mainFrame">found here.  Complete details will follow,
and basic details can be found throughout the website.



 



Classes



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Most of the classes were revised to fix many of the problems in 3.5.  Here
are some differences.




"text-decoration: underline; background-position: 0 0">Barbarian



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► None at the moment.



 



Bard



Bards may use the Quicken Spell
feat normally (free action to cast) instead of with their normal increased
casting time (but stacking Quicken Spell and other metamagic feats puts the
casting time back for 1 action casting times to 1 full round).



 



"text-decoration:underline">Cleric



None at the moment.



 



"text-decoration:underline">Druid



None at the moment.



 



"text-decoration:underline">Fighter



None at the moment.



 



"text-decoration:underline">Monk



None at the moment.



 



"text-decoration:underline">Paladin



In addition to the
3.5 PHB version of the Paladin, we also use the Malhavoc Press variant from
the Book of Hallowed Might.



 



"text-decoration: underline">Ranger



None at the moment.



 




Sorceror



"margin:0; background-image:url('none'); background-repeat:repeat; background-attachment:scroll">
► Sorcerors may use the Quicken Spell feat normally (free action to
cast) instead of with their normal increased casting time (but stacking
Quicken Spell and any other metamagic feats increases the casting time back
to 1 round).



 




Rogue



► None at the moment.



 



"text-decoration:underline">Wizard



► None at the moment.



 




Psion



► Instead of the PHB psion, we
use the psion variant rules (and for Mental Combat) in Mindscapes:
A Psion's Guide. 
Powers, feats, etc are all applicable from
this product.



► In addition to the feats and
powers in the PHB, we use the articles from "http://www.wizards.com/dnd/main.asp?x=dnd/psi/welcome,3" target=
"mainFrame">The Mind's Eye
in their entirety.  Changes
are made on a case-by-case basis.




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Prestige Classes



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None at the moment.



 



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Arms & Equipment



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None at the moment.



 



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Spells, Songs, Powers




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Haste



Changing Haste to the
3.5 version sucks.  It doesn't make any sense, and instead of making
it a spell that EVERY arcane caster will have, they wanna make it a spell
that NO arcane caster would want.  Ever.  Haste will remain as
published in 3.0, but with the restriction that it will not enable
the user to cast an extra spell
as their granted action. 
This will keep the AC and movement benefits that seem appropriate, and
moderate the skew that casters enjoy employing this spell compared to
predominantly melee characters.



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Animal Affinity



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As disappointing as the changes from 3.0 to 3.5 was for the
buff spells like Bull's Strength and Cat's Grace, it only makes sense to
change their psionic counterpart to see if the same "game balance" is
achieved. 
"background-position: 0 0">Animal Affinity now grants a +4 enhancement
bonus to any statistic (Str, Cha, Wis, etc) per manifestation.



"margin:0; background-image:url('none'); background-repeat:repeat; background-attachment:scroll">
 



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Schism



"margin:0; background-image:url('none'); background-repeat:repeat; background-attachment:scroll">
While it seemed obvious that 3.0 Haste was overpowered for
casters, the same isn't necessarily true for the psionic equivalent,
Schism.  Schism allows psions to "split their mind" and make an
additional purely mental action (concentrate or make another
manifestation).  Based on the many arguments that psionics could use a
boost, Schism will remain as written in 3e.




 



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Combat




To clarify: if someone is forced to take a 5-foot
movement against their will (via the Knockback combat maneuver, spells that
displace, etc) then anyone who threatens that person gains an immediate attack
of opportunity against the character being moved against their will.  Each
opponent is still limited to their maximum number of attacks of opportunity in
a round, however.



 



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Other Products



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We use Relics & Rituals 1&2, the three Books of Eldritch Might, Sword
& Fist, Tome & Blood, Song & Silence, Defenders of the Faith, most
of the Quintessential material, the Book of Vile Darkness, most of Malhavoc
Press' products, all of the Forgotten Realms material, the Oriental Adventures
products including Magic of Rokugan, we use the Mindscapes psionic material...
it goes on & on.  Pretty much everything published that's compatible
with D&D 3.5, we use.



 



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