Sage's D&D 3.5 House Rules

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In approximately the order I thought of or found them, sorted however I like.

Alignment

  1. 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
  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:
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. In Planescape adjacent campaigns, 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.

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.