Rob's World! House Rules

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Rob's World! House Rules Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Rob’s World! Forgotten Realms Campaign House Rules and Notes. Written by: Robert L. Vaessen Campaign started: 11 January 2003 Page # 1 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Table of Contents Subject Pg Nr(s) RULE BOOKS USED: 6 RULES ERRATA: 13 ALLOWABLE CHARACTER CLASSES AND RACES: 14 Allowed Classes: 14 Allowed Races: 15 Powerful Races/Monster Class: 16 Monstrous/Minor Races: 17 TIME, THE DATE, THE HEAVENS, THE PLANET and WHILLIP: 17 Days of the week: 17 Months of the Year: 17 RULE ZERO: 18 SAVING THROWS: 18 HEROIC LUCK: 18 MIXED CHART SAVING THROWS: 20 DM’s PREROGATIVE AND DICE ROLLING RULES: 20 NO ‘GOING BACK’: 21 ABILITY SCORES: 21 ABILITY SCORE ROLLING: 21 ABILITY SCORE MODIFIERS: 22 ROLLING HIT POINTS: 22 HANDEDNESS: 22 VISIBILITY and VISION: 22 Normal Vision: 23 Outdoor range of normal vision: 23 STARTING CHARACTERS with POWERFUL BUILDS: 24 NEW CHARACTERS and MAGIC ITEMS: 26 CHARACTER ALIGNMENT: 27 DEITIES: 27 DIVINE INTERVENTION: 28 THE RENOWN SCORE: 28 KNOWLEDGE OF WHILLIP: 28 KNOWLEDGE OF MONSTERS: 28 KNOWLEDGE OF DEITIES: 28 CHARACTER SHEETS: 29 CHARACTER WILLS: 29 SELECTION OF EQUIPMENT: 29 Page # 2 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Masterwork equipment: 29 Keeping track of equipment: 30 SELECTION OF WEAPONS: 30 SELECTION OF ARMOR: 30 PURCHASE OF MAGIC ITEMS: 30 ENHANCING MAGIC WEAPONS or ARMOR: 30 WEAPON NON-PROFICIENCY PENALTIES: 32 ARMOR NON-PROFICIENCY PENALTIES: 32 ILLEGAL USE OF WEAPONS AND ARMOR: 32 LANGUAGES: 32 FEATS, TRAITS, FLAWS: 33 ABSENTEE PLAYERS: 33 ROLLING FOR INITIATIVE: 33 DELAY/READY AN ACTION: 34 INITIATIVE AND WEAPON SPEED MODIFIERS: 34 Weapon Speed Modifiers: 34 Unarmed attacks: 35 Attacker size: 35 Attacks of opportunity: 35 Magic weapons: 35 Bows and Slings: 35 INITIATIVE AND DRAWING A WEAPON: 35 INITIATIVE AND CHANGING YOUR ATTACK: 36 INITIATIVE AND MULTIPLE ATTACKS: 36 OUT OF TURN DODGE: 36 LIFT, PUSH OR PULL SOMEONE OUT OF THE WAY: 36 AUTOMATIC/CRITICAL SUCCESS OR FAILURE: 40 TAKING 10 / TAKING 20: 41 Taking 10: 41 Taking 20: 41 TO HIT ROLLS. AUTOMATIC HITS AND MISSES: 42 FIRING INTO MELEE: 42 RANGE INCREMENT: 42 SHIELD BASH: 43 CHARGE: 44 ATTACKING AN UNATTENDED OBJECT: 44 Armor Class of unattended objects: 44 Taking your time when attacking unattended objects: 45 DISARMING AND SHIELDS: 45 SAPPING ATTACK: 46 KNOCKDOWNS: 46 Page # 3 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Knockdown Effects: 47 Monsters and Knockdowns: 47 Resolving Knockdowns and Trip Attacks during aerial combat: 47 CRITICALS: 48 Multiplying damage: 48 Increased Threat Range: 48 Increased Critical Multiplier: 48 Spells and Critical Hits: 48 Monsters and Critical Hits: 49 ARMOR DETERIORATION DUE TO CRITICAL HITS: 49 FUMBLES: 49 SPEAKING DURING COMBAT: 50 DEATH OCCURS AT THE END OF THE ROUND: 51 WAKING UP: 52 SPREADING FIRE: 52 CLONE INSURANCE: 54 ONCE PER DAY EFFECTS: 55 TIME REQUIRED TO CHANGE A SPELL: 55 SPELL COMPONENTS: 55 Spell Component Pouch: 56 Acquiring spell components: 56 SPELL BOOKS: 57 Physical Properties: 57 Cost Of Spell Books: 57 Contents Of Spell Books: 57 Entering Spells Into Spell Books: 57 Casting A Spell Directly From A Spell Book: 57 DIVINE SPELL CASTING - HEALING SPELLS: 57 SPELL RESEARCH: 58 In-game Research: 58 Retroactive Research: 58 NPC Spell Research: 59 NPC SPELLCASTING: 59 AT WILL SPELLS: 61 TELEPORT “BAMF”: 61 DIAMETRICALLY OPPOSED SPELLS AND OVERLAPPING AREAS OF EFFECT: 61 Alternate rule handling: 62 PSIONICS IN THE CAMPAIGN: 63 EXPERIENCE POINTS: 63 Dungeon levels: 63 Foolhardiness: 63 Page # 4 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Combat: 63 Singular Combat: 63 Damage: 63 Escaping: 63 Capturing: 63 Saving throws: 64 Casting spells: 64 Magic items: 64 Ability/skill Checks: 64 GOING UP A LEVEL: 64 Going Up A Level - As A Multi-Class Character: 65 Going Up A Level - Adding A Level Of Prestige-Class: 66 EXCESS EXPERIENCE POINTS: 66 TRAINING YOURSELF: 66 RETRAINING YOUR CHARACTER: 66 Seven different Character Aspects: 67 Retraining for Established Characters: 67 New Player/Character Reboot Option: 68 Orphaned Character Reboot Option: 70 Page # 5 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission Notes and house rules for: R o b ’ s W o r l d ! A 3rd Edition Forgotten Realms Campaign, Based in the City of Whillip Welcome to Rob’s World. Like any other D&D campaign, the campaign that I run is a combination of official rules and house rules. I do not use all the ‘official’ rules, and one should not assume that I use a particular rule. If you suspect, or are unsure about any particular rule, please be sure to ask me. I’ll give you the lowdown on any and all the rules that you have questions about. Most of the house rules that I have developed were created by me, but I’m not averse to using good house rules from other sources. I only implement house rules when I find that the official rules make no sense at all, are overly burdensome, or are lacking in depth or playability. If you know of a house rule which has improved game play in your experience, and think it could improve my campaign, please let me know. I’ll take anything into consideration. RULE BOOKS USED: As this is a 3rd edition (updated to 3.5 upon release of 3.5 rules in July of 2003) D&D campaign, all of the ‘Core’ rule books are used. In addition, some ‘supplements’, ‘guides’, ‘guidebooks’, and ‘accessory’ rule books are used in full or limited capacities. Players should assume that rule books from previous editions of the game are only used in a support role. For example the ‘Official Advanced Dungeons & Dragons wilderness survival guide’, published in 1986 (as part of the 1st edition) is not an official part of the 3rd edition game or this campaign. However, the DM might make use of this book in order to augment the game or address a specific need. Note: Occasionally, during rules discussions (specifically regarding rule books used) you will see the use of CM; Meaning Campaign Master. In most cases, DM and CM can be used interchangeably. While CM is reserved for management of the overall campaign. The term DM is a term which is reserved for the person running a specific adventure or encounter, and not necessarily the same person as the CM. As with any campaign, the DM may use any book or rule reference at his disposal to augment the game or address a specific need. The DM will not use rule sources that he does not own/possess in order to augment the game or address a specific need. If I don’t have it (in physical form), I won’t use it, or allow its use. If there are multiple versions of a rule book (i.e. PH 3.0 vs PH 3.5 vs the ‘Premium Reprint’ of the PH), players should assume that the most recent version (owned by the CM) will be considered as the ‘official rules source’. In other words: Always use version 3.5 over version 3.0. The DM has an official document which lists superseded rules, classes, races, spells, feats and skills. Unless otherwise noted, a reference (in these house rules) to the PH (Player’s Handbook), DMG (Dungeonmaster’s Guide), or the MM (Monster Manual), indicates reference to the 3.5 edition of the rule book (The DM will use the Premium reprints (introduced in 2012) whenever possible in order to incorporate all rules errata). The following books are considered ‘Core books’, and the rules in them are followed as canon. Again; The DM will use the Premium reprints (introduced in 2012) whenever possible in order to incorporate all rules errata.: Player’s Handbook - Core rulebook I (All players are encouraged to own and bring their own copy.) Dungeon Master’s Guide - Core rulebook II (Players may bring a copy to the game, but should request permission before consulting this book during game play) Monster Manual - Core rulebook III (Players should not bring a copy of this book to the game, and should only consult this book if directed to do so by the DM) The following books are game supplements used in this campaign. The rules in these books are generally considered canon (with exceptions noted herein/below) and most of the rules contained within these books may be used/considered valid. Some of books should not be brought to the game, but may be consulted with the DM’s approval. (Note: FR = Forgotten Realms) Page # 6 - Last updated: Wednesday, September 8, 2021 Rob’s World! 3.5 D&D Campaign House Rules - Copyright 2021 (with noted exceptions) - Do not reproduce without explicit permission FR Campaign Setting (Players may bring a copy to the game, but should request permission before consulting this book during game play) FR Grand History of the Realms(Players may bring a copy to the game, but should request permission before consulting this book during game play) FR Ed Greenwood Presents - Elminster’s Forgotten Realms - Campaign accessory (Players may bring a copy to the game and consult it freely.
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