Homebrew Rules for DND 3.5
There are several rules that I tend to run differently then the sourcebooks for dnd 3.5.
1. Class skills, racial languages, and alignments: I tend to follow a backstory driven approach for this. If your character has a good reason in their backstory for knowing a certain language/skill/alignment then I think it is appropriate to bend the rules a bit. Convince me.
2. Death and dying: A character dies when they pass negative their constitution score, not when they pass negative 10. If this is dealt in a blow of 25+ dmg then there is one round grace period to get the character above negative their constitution and stabilize them.
3. DM rolls skill checks: This is to help make situations where characters may get different skill results and not know who was right based on the die roll. This always applies to sense motive but can also apply to other skills at the DM's discretion (ex. search).
4. Racial ability scores: The ability bonuses/penalties granted by different races can be adjusted. This is to allow certain races the capability of being decent with different classes (ex. normally orcs take a penalty to intelligence which would make them difficult to play as a wizard. The DM can be convinced to move this penalty to CHA or WIS instead).
5. Death effects: In most cases, effects that are save or die only reduce the character to negative their constitution. This is to reduce the number of single die roll or die effects which I believe can be very anticlimatic for a character death. Possible exceptions include petrification and disintegration (though for these effects it may be a more prolonged effect so the character gets a last round or two to do something epic). This affects the DM and players equally.
1. Class skills, racial languages, and alignments: I tend to follow a backstory driven approach for this. If your character has a good reason in their backstory for knowing a certain language/skill/alignment then I think it is appropriate to bend the rules a bit. Convince me.
2. Death and dying: A character dies when they pass negative their constitution score, not when they pass negative 10. If this is dealt in a blow of 25+ dmg then there is one round grace period to get the character above negative their constitution and stabilize them.
3. DM rolls skill checks: This is to help make situations where characters may get different skill results and not know who was right based on the die roll. This always applies to sense motive but can also apply to other skills at the DM's discretion (ex. search).
4. Racial ability scores: The ability bonuses/penalties granted by different races can be adjusted. This is to allow certain races the capability of being decent with different classes (ex. normally orcs take a penalty to intelligence which would make them difficult to play as a wizard. The DM can be convinced to move this penalty to CHA or WIS instead).
5. Death effects: In most cases, effects that are save or die only reduce the character to negative their constitution. This is to reduce the number of single die roll or die effects which I believe can be very anticlimatic for a character death. Possible exceptions include petrification and disintegration (though for these effects it may be a more prolonged effect so the character gets a last round or two to do something epic). This affects the DM and players equally.
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