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24

Stat jumps are really important to the game, and can easily and accidentally introduce imbalances to the system. In light of that, I suggest one of these pre-existing mechanics: Traits (UA 86) and Flaws (UA 91) Unearthed Arcana introduced these mechanics. Traits give a small mechanical bonus while also imposing a complementary penalty (Near-Sighted gives a ...


15

Certainly, there’s no reason why you couldn’t describe a spiked chain this way. Disarming is a kind of niche tactic; it might simply never come up, at which point there’s no real need to mechanically “back up” the description. But ultimately disarming could happen and as a DM, I’d rather not feel like I “shouldn’t” disarm you even though mechanically you ...


13

Here's what I think: If you expect to diminish kick-in-the-door - kill-first-ask-questions-later mindsets by presenting beneficial tactical options alone, it's not gonna work. If the players put their mind into optimizing, they will create insane combos and deal crazy amounts of damage, unless of course you greatly limit their building choices while ...


13

All characters in 4e are magic. The how of these things is up to you and you group to decide. 4e relies on a tight balance to make things fun, keep roles distinct and keep everyone at approximately the same general power level. Tweaking things because of in universe justifications that make different assumptions than the game's design can have unforseen ...


12

First and foremost, that bodak's mount doesn't look like it is a special mount or fiendish servant or something. Just a cool construct, bound to him by a property of the construct, not by a class feature or feat. As for special mounts, let's take a look what DMG says. PALADIN COHORT MOUNTS At the DM’s option, she may allow a paladin or other ...


12

To open, an amusing comic. As a philosopher, this question is extremely difficult. In order to make a philosophically sound system that actually has any kind of utility (D&D 3.5 makes me sad or giant frog.) In order to roll your own, I'll suggest a few simple toggles that you can configure for your game. First toggle: Relativism? Are these alignments ...


12

Wish removes it by making it not happen when you leave The effect referred to is discovering that time has passed at a different rate while you were gone. Wish can be used to remove the effect of time passing at a different rate while in the Feywild — it doesn't remove the effect when it isn't affecting the creatures, after they've left the Feywild. Once ...


11

My first thought was two words: "Tucker's Kobolds" ... you can read the original article in your old copies of Dragon magazine (issue 127 ... you have Dragon going back 20+ years, right?) or with a sufficient amount of google-fu (here's the DnD wiki writeup). I read that editorial when it first came out and it was a "WOW!" experience. Monsters that think ...


11

Short answer: You already have exactly what you're looking for! Players are free to explain their stat allocation via fluff, which has no effect on gameplay and will likely lead to much fewer hurt feelings and a more diverse cast of characters! Let's operate under the assumption that as a rule, women are better at some things and men are better at other ...


9

The page that you linked has a copyright notice that reads "Section 15: Copyright Notice - Pathfinder Roleplaying Game Ultimate Combat". It looks like these rules are in Ultimate Combat, which is not part of the core rulebook. This is a typo in the original printings that has been officially errata'd: In the Called Shot Feats sidebar, in the Normal ...


9

Make Heal DDI checks. Even if a character has no healing surges left, any other character can try a Heal check (DC15) to Stabilize him. If successful, no further death saves need to be made. If they do have a healing surge left, it is a mere DC10 to allow them to use their Second Wind DDI. Both of these checks are very makeable for even 1st level ...


9

Instead of trimming down and modifying systems that are designed for playstyles you're not interested in, consider using a game system that's already doing what you want. BRP and CoC assume combat, and are generally geared toward multi-session campaigns. It's possible to hack them into compliance with your needs, but that's gonna take some effort. Even ...


9

There's no point to doing this. The idea behind spell points is to have a single resource fueling your spells regardless of their level. However, Warlocks already have that, because their spell slots are only of a single level. With that said, if you insist on doing this, the correct progression would be: 2 4 6 6 10 10 12 12 14 14 21 21 21 21 21 21 28 28 ...


8

I think enforcing gender differences in a mechanical way is a recipe for disaster and hurt feelings, and I also think that @BESW’s answer probably indicates the best way to do it if you insist. I’m just going to note here that there are a (very small) handful of cases where sex matters in 3.5. In most cases, these favor women, as it turns out. ...


8

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


8

No such option exists. In part because what you are asking for is not a single rule, but multiple changes that all unbalance the game's items and character powers. 4e sacrifices the simulationism of previous editions in favor of tactical gameplay and fine-tuned balance. If you and your players have issue with its lack of verisimilitude you'd probably be ...


7

Pathfinder, a 3.5e variant, just plain does away with the XP costs and requires a Spellcraft check instead. See the Pathfinder SRD, you can just plug these rules direct into 3.5.


7

I know you're looking for rules, but I would make an arguement against such counters "instant death". My thought is that having monsters and spells with such abilities forces a party to be prepared. If your cleric/wizard are using 100% of their prepared spells for offensive/buffing, then why should they be rewarded for not preparing their spell lists ...


7

There is no official rule for mechanical differences in gender in D&D 3.5. In fact, I'm not aware of any rule from any source that introduces such a rule, probably because it's so divisive. In any case, using stat jumps is probably not the way to go, as BESW states. Another way to go that might be more appropriate is to use skills. This works ...


7

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


7

All of the above, and then some. I believe the intent of the "Wish" addendum is actually that it be cast before or during the excursion to the Feywild causing the time to pass at the same rate for those individuals. The metaphysics of that only happening for a handful of people screws with my head a bit but it seems to be the least complicated mechanical ...


6

How hit locations are determined is covered in detail on pages 398–401, "Hit Location". To summarise: Every controlled attack must be aimed at a hit location, with a default of the torso if no declaration is made. Hit locations aren't optional rules – Rule Zero notwithstanding of course. Every hit location carries a penalty to hit, although the default ...


6

If you have presented them with situations where using their current tactics would kill them, and they still kept the same tactics, then I can't see how rules variants would make much difference. You could, however, introduce situations in which the primary goal of combat isn't to kill something. They could be defending a fairly large area where they ...


6

The best link I've found is to Unearthed Arcana which talks about adjusting saves for massive damage. It should be possible to extend that system to insta-death saves for other things as well. The only other solution I would recommend is to back-port some rules from 4e, where conditions worsen over multiple saves. While it isn't a formalized 3.5 thing, it ...


6

Start with pre-made Characters By which I don't mean generic characters that could be in any fantasy story, but by creating a character specifically for each of your children. These characters should be based around the characters from movies and TV shows they each seem to be drawn most toward. It's not the perfect fit that character creation is, but it can ...


6

Variants are generally not fully developed rules, more akin to fairly comprehensive idea suggestions. You are always going to have to massage variants a bit more than other rules to get them to fit; supplements written after the variant, for example, will almost-never take that variant into account (though it may consider earlier supplemental material, and ...


5

Well, the problem is that Wizards (understandably, I reckon) doesn't try to innovate outside the bounds of how they've set their game up much. The closest "Wizards official" thing is Action Points, initiated in Eberron but then used by every campaign I've been in since. They're weak, not rerolls, just a +1d6 (or, at higher levels, best of +multipled6) and ...


5

I recommend the economic theories explored in this series (read the economicon first). In their prior works of Tome of Necromancy and Tome of Fiends*, they explored the ramifications of what amounts to XP as currency in the "liquid pain" and "ambrosia" sense. (BoVD, BoED) Concentration (the neutral) version is described in the Book of Gears which is very ...


5

Disclaimer: I only played with them three sessions with combat, and we were different levels each time 2,6,& 10. Positives: Combat feels more Epic, when you get to just mark off Vigor, and know you'll have it all back the next day even without magical healing. Combat feels more Gritty, when you can't avoid those few points of Wounds. Healers felt ...



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