Sage's D&D 3.5 House Rules

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In approximately the order I (Sage) thought of or sorted however I like.

These all apply as they apply to any 3.5-like system I run as well, such as Pathfinder, AD&D, Hackmaster, etc... If in doubt, assume the worst or ask me about it.

Expect me to house rule anything a player does that breaks the system, or anything that systematically causes players to think of the game like a video game instead of a roleplaying game.

Alignment

  1. 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
  2. Characters/NPCs only radiate good/evil auras to detect evil if they:
    1. Are strongly aligned
    2. Do not stray from their faith
    3. Are 9th level or higher
    4. Are intent on appropriate actions
  3. The "always" alignment modifier in monster listings will most often be ignored for non-planar monsters.
  4. You may want to think of the various alignments like this, from their own viewpoint (for roleplaying purposes):
Alignment Name Interpretation
Lawful Good Honorable and Humane
Neutral Good Practical and Humane
Chaotic Good Independent and Humane
Lawful Neutral Honorable and Realistic
True Neutral Practical and Realistic
Chaotic Neutral Independent and Realistic
Lawful Evil Honorable and Determined
Neutral Evil Practical and Determined
Chaotic Evil Independent and Determined

The Planes

  1. There are changes to the Blood War that will be discovered in play.
  2. There are somewhat related changes to what happens to the souls of the dead:
    1. If you are a faithful follower of a deity, your soul is sent to their home plane where you are given a place of honor. Read: mid-high level clerics, paladins, druids, and rangers; but also other class or 'civilian' believers who have demonstrated strong faith, leadership, or service for their deity.
    2. If you at least pay lip service to a deity and your actions do not contradict their teachings (within one step of deity's alignment) and you haven't acted against the deity in another way, your soul is sent to their home plane.
    3. If no deity will be your patron and you are strongly aligned, your soul is sent to the appropriate Outer Plane where you become a resident of said plane.
    4. If no deity will be your patron, but you are not strongly aligned, your soul is sent to the appropriate Outer Plane where it begins to merge into the plane (or other outcome based on plane, i.e. becoming a soul used for barter among demons and devils).

Magic

  1. 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.
  2. True Resurrection is an epic level Cleric spell instead of 9th level, and the material component cost is doubled.
  3. Resurrection is an 8th level Cleric spell instead of 7th level.

General

  1. Ammo/food/spell components with no or low cost won't be tracked unless situationally appropriate (i.e. traveling a long distance while unable to resupply, being stuck alone on some random plane, etc).
  2. Just because an item or monster is listed in a book doesn't mean it exists in my game or exists in the exact same way as it is listed in a book.