House Rules for D&D 3rd Edition

Version 1.06 ©2003-2004 Dave Warren

Introduction

 

            This document is an attempt to standardize my official rulings for interpretable rules and technical details of Wizards Of the Coast's D&D 3rd Edition.  Hopefully, this will clarify certain issues that may become important either during the adventure, or in the act of character creation, since I encourage all my players to come up with unique and interesting characters.  Undoubtedly, there will be rules that I have not covered here, that I have forgotten, or that I don't consider pertinent and so have not put any effort into including them here.  If I missed something important, it will likely be revised in a later edition of this document.  For now, I ask for your patience and your input in how this might become a better document, and/or have any mistakes I've made corrected.

            I know this may be a lot to learn and get used to, but game balance is extremely important as it becomes logarithmically more difficult at high levels.  These rules serve to assist not only in avoiding confusion, but also to avoid having ½ the party being hopelessly unstoppable, while the other half drop like flies at every challenge.

            I may be contacted at the e-mail address gribbles@mail.com if you have any further questions or comments.

 

-- Dave Warren                       

Rules specific to this adventure:

·       Official Description: 
412 The Universal Nullifier
System: D&D 3.0
Saturday 8 PM in room 154 for 10 hours
GM: Dave Warren
Power Level: 24th lvl
Variations: no psionics, no gods, otherwise outlined at http://thegribbles.tripod.com
Type: RPG
Characters can be provided by GM
The Steak Council has discovered that a forbidden artifact, "The
Universal Nullifier" has been found and will end the multiverse
unless you heroes can prevent it.

Rules that apply to all games I DM:

 

General Stuff:

 

Example: PowerMan 5000 has power critical on his mercurial greatsword, is a weapon master for it, is wearing rhino hide armor, and riding a horse using deadly charge.  He gets 5(weapon master + power critical for mercurial greatsword) X 3(deadly charge) X 2(rhino hide armor) = 30X damage!  Not an easy thing to manage, but very impressive.

 

·       I don’t deal with taint, but if you are something that normally possessed taint, then you will give off an evil aura that cannot be suppressed or hidden (and will probably be noticed in a second by a paladin).  This will usually give off an indication of your alignment even without conscious effort by the detector.

·       A standard action is a partial action + a move action.  A full round action is when you convert your base standard action (both parts at once) in for a bigger chunk called a full round action.  A partial action can ONLY be used for an attack, a partial charge, or a spell (or spell like ability, supernatural or extraordinary abilities) that only takes “one action” to do.  Anything that can be performed as a partial action can also be performed as a part of a standard action.

What will be expected to present upon entering the game:

 

Feats

Class abilities

Base Classes

Barbarian:

Bard: 

 

Monk:

Paladin:

Sorcerer:

Prestige classes

 

Example:  Scaroth the drow fighter wishes to become a Forsaker.  In order to manage this, she needs to have the Lightning Reflexes feat. Her intelligent sword would normally grant this feat to her, but she will need to part with it to become a Forsaker, so she decides to loose it after the training/leveling.  Once she is apart from her sword, she no longer has the feat, but is still a Forsaker.  (Note that this is kind of a bad example, but it’s the best I could think of on short notice.)

 

Skills:

General:

 

Example: Nathan takes a rogue level at first and gains massive skills, and then takes a level of bard at second.  Starting at second level, he now has all skills except Heal, Animal Empathy, Handle Animal, and Ride as class skills, even if he goes back to rogue or becomes a wizard.

 

Jump: 

Balance

Intimidate:

Iaijutsu Focus:

 

Movement

Magic Items

Spells

Creatures

 

 

Semi-Epic Rules

 

 

For example, the Red Wizard prestige class offers two benefits that occur mostly regularly through the 10 level progression.  That of spell power +1 every other level, and specialist defense almost every other level.  I won't bother about it being exactly a pattern.  As long as it can work, you can gain the benefits.

 

 

Base Attack Bonus: 

Saving Throws: