Ryusenshi
2023-04-08, 01:14 PM
I have just started to play as a GM for a 3.5 game. I haven't GM'ed in an awfully long time. I've decided to go back to 3.5, which is by far my favorite edition, warts and all. But I preferred to do a little balancing first. Most of my players have played D&D 4e or 5e but are new to 3.5, while two players are new to tabletop RPGs altogether (though they are familiar with computer RPGs or MMOs).
Keep in mind that these houserules are mostly for first-time 3.5 players, and for low-level characters. I'm not too concerned about broken high-level stuff for now, and I preferred to err on the side of keeping things as written. I prefer to let players discover things by themselves. If, when they reach mid-levels, they find that their character isn't pulling its weight, I will allow extensive retraining.
General rules
For this campaign, only options from the Player's Handbook are allowed. Yes, I know the problems with the PHB. But I don't want to overwhelm first-time players with a million options. One exception: the campaign takes place in Faerun, so players can use the Forgotten Realms Campaign Setting for the gods and for character fluff.
Also, multiclassing is not allowed. For beginners, it's too easy to screw up.
Races
Players can use the FR subraces for fluff, but they can't use the mechanics: you can't choose a sun elf just to get that sweet +2 Intelligence.
Half-elves
Boy are these guys underwhelming. I decided to give them 1 extra skill point per level (4 at level 1), just like humans. They also get Able Learner: cross-class skills cost 1 point for 1 rank; while humans can choose any one thing and be good at it, half-elves tend to be dilettantes who can learn outside of their core class. I considered giving them +2 Charisma / -2 Wisdom, but a player wanted to be a half-elf cleric so it wasn't appropriate.
Half-orcs
The designers really overvalued Strength, and the poor half-orcs suffer. First, remove the Charisma penalty. Second, give them a few racial bonuses to skills: +2 in Intimidate, +2 in Survival (if they were raised by orcs) or +2 in Gather Information (if they were raised by humans). I considered giving them 1 skill points per level, a typical human trait.
Classes
Spellcasters
The following spells are banned: Summon Monster X, Summon Nature's Ally X, Polymorph and the like.
This ban serves a dual purpose. For experienced players, these spells become an arms race to find the most broken monsters. For beginners, they lead to decision paralysis: I've seen players spending 10 minutes to decide which monster they're going to summon. An outright ban is easier.
This makes the druid's Spontaneous Casting useless, so instead, druids can convert their slots to cure spells just like clerics.
Fighter
Skill points are raised to 4+Int. Add to the skill list: Knowledge (dungeoneering), Knowledge (architecture and engineering), Disable Device.
Fighters may ignore Combat Expertise, Dodge and Mobility if they appear as prerequisites. This alleviates the need to plan feats in advance.
If this campaign reaches mid-levels, I will allow feats from other sources, like PHB II or Complete Warrior. I may also allow fighters to retrain feats by spending some time training, not only when they gain a level.
Monk
Full BAB.
Hit dice: d10.
Skill points: 6+Int.
This is not enough, but it's a start. Replacing the class with the Unchained Monk would be the next step.
Paladin
4+Int skill points.
Spellcasting uses Charisma instead of Wisdom. Good progression in Will saves. Boom, now you can safely dump Wisdom, and the class is no longer MAD. (Pathfinder did the same, unsurprisingly.)
Smite Evil is restored after 5 minutes. In other words, uses are given per encounter, not per day.
Ranger
Add Tumble to the skill list.
The animal companion follows the same progression as the druid's.
I may allow rangers to change their Favored Enemy with training and research.
Rogue
Give them Weapon Finesse for free at level 1. Seriously, it's a pure feat tax.
Starting at level 3, rogues can use Dexterity for damage with a weapon of their choice.
I will consider replacing the class with the Unchained Rogue.
Skills
Diplomacy
Use the Alexandrian's rules (based on the Rich Burlew ones).
Intimidate
Can use Strength instead of Charisma, by doing some demonstration of force: break a chair, bend a metal piece... Now the skill is usable by fighters and barbarians, who usually dump Charisma.
Knowledge (nature) and Knowledge (religion)
Can use Wisdom instead of Intelligence. This is for flavor rather than balance: clerics and druids should have a high score in these skills.
Keep in mind that these houserules are mostly for first-time 3.5 players, and for low-level characters. I'm not too concerned about broken high-level stuff for now, and I preferred to err on the side of keeping things as written. I prefer to let players discover things by themselves. If, when they reach mid-levels, they find that their character isn't pulling its weight, I will allow extensive retraining.
General rules
For this campaign, only options from the Player's Handbook are allowed. Yes, I know the problems with the PHB. But I don't want to overwhelm first-time players with a million options. One exception: the campaign takes place in Faerun, so players can use the Forgotten Realms Campaign Setting for the gods and for character fluff.
Also, multiclassing is not allowed. For beginners, it's too easy to screw up.
Races
Players can use the FR subraces for fluff, but they can't use the mechanics: you can't choose a sun elf just to get that sweet +2 Intelligence.
Half-elves
Boy are these guys underwhelming. I decided to give them 1 extra skill point per level (4 at level 1), just like humans. They also get Able Learner: cross-class skills cost 1 point for 1 rank; while humans can choose any one thing and be good at it, half-elves tend to be dilettantes who can learn outside of their core class. I considered giving them +2 Charisma / -2 Wisdom, but a player wanted to be a half-elf cleric so it wasn't appropriate.
Half-orcs
The designers really overvalued Strength, and the poor half-orcs suffer. First, remove the Charisma penalty. Second, give them a few racial bonuses to skills: +2 in Intimidate, +2 in Survival (if they were raised by orcs) or +2 in Gather Information (if they were raised by humans). I considered giving them 1 skill points per level, a typical human trait.
Classes
Spellcasters
The following spells are banned: Summon Monster X, Summon Nature's Ally X, Polymorph and the like.
This ban serves a dual purpose. For experienced players, these spells become an arms race to find the most broken monsters. For beginners, they lead to decision paralysis: I've seen players spending 10 minutes to decide which monster they're going to summon. An outright ban is easier.
This makes the druid's Spontaneous Casting useless, so instead, druids can convert their slots to cure spells just like clerics.
Fighter
Skill points are raised to 4+Int. Add to the skill list: Knowledge (dungeoneering), Knowledge (architecture and engineering), Disable Device.
Fighters may ignore Combat Expertise, Dodge and Mobility if they appear as prerequisites. This alleviates the need to plan feats in advance.
If this campaign reaches mid-levels, I will allow feats from other sources, like PHB II or Complete Warrior. I may also allow fighters to retrain feats by spending some time training, not only when they gain a level.
Monk
Full BAB.
Hit dice: d10.
Skill points: 6+Int.
This is not enough, but it's a start. Replacing the class with the Unchained Monk would be the next step.
Paladin
4+Int skill points.
Spellcasting uses Charisma instead of Wisdom. Good progression in Will saves. Boom, now you can safely dump Wisdom, and the class is no longer MAD. (Pathfinder did the same, unsurprisingly.)
Smite Evil is restored after 5 minutes. In other words, uses are given per encounter, not per day.
Ranger
Add Tumble to the skill list.
The animal companion follows the same progression as the druid's.
I may allow rangers to change their Favored Enemy with training and research.
Rogue
Give them Weapon Finesse for free at level 1. Seriously, it's a pure feat tax.
Starting at level 3, rogues can use Dexterity for damage with a weapon of their choice.
I will consider replacing the class with the Unchained Rogue.
Skills
Diplomacy
Use the Alexandrian's rules (based on the Rich Burlew ones).
Intimidate
Can use Strength instead of Charisma, by doing some demonstration of force: break a chair, bend a metal piece... Now the skill is usable by fighters and barbarians, who usually dump Charisma.
Knowledge (nature) and Knowledge (religion)
Can use Wisdom instead of Intelligence. This is for flavor rather than balance: clerics and druids should have a high score in these skills.