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.
Contents
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.
- You may want to think of the various alignments like this, from their own viewpoint:
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
- 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.
General
- Ammo/food/spell components with no or low cost won't be tracked unless situationally appropriate.