Difference between revisions of "Sage's D&D 3.5 House Rules"
		
		
		
		
		
		
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# In Planescape adjacent campaigns, there are changes to the Blood War that will be discovered in play.  | # In Planescape adjacent campaigns, there are changes to the Blood War that will be discovered in play.  | ||
# There are somewhat related changes to what happens to the souls of the dead.  | # There are somewhat related changes to what happens to the souls of the dead.  | ||
| + | |||
| + | == Magic ==  | ||
| + | # Spell resistance only applies to the target of the spell, not the target of the spell's effect.  A good rule of thumb: if a spell description doesn't specify a target, chances are spell resistance doesn't apply.  | ||
Revision as of 22:49, 13 July 2015
Alignment
- The the stupid alignment axis is included and can override an alignment on one of the other axes. If you veer into it I will make you write your new alignment on your character sheet. Possible stupid alignments are as follows: Lawful Stupid, Chaotic Stupid, Stupid Good, Stupid Evil, and Stupid Neutral
 - Characters/NPCs only radiate good/evil auras to detect evil if they:
- Are strongly aligned
 - Do not stray from their faith
 - Are 9th level or higher
 - Are intent on appropriate actions
 
 - The "always" alignment modifier in monster listings will most often be ignored for non-planar monsters.
 
The Planes
- In Planescape adjacent campaigns, there are changes to the Blood War that will be discovered in play.
 - There are somewhat related changes to what happens to the souls of the dead.
 
Magic
- Spell resistance only applies to the target of the spell, not the target of the spell's effect. A good rule of thumb: if a spell description doesn't specify a target, chances are spell resistance doesn't apply.