D&D 3rd Edition House Rules
- Spell Resistance remains percentile, as in 2nd Edition
- Languages based on Language Point system
- Surprise rolled as in 2nd Edition-standard is surprised on roll of 1-3 on 1d10
- Racial ability adjustments are optional. They may be taken to reflect the predilections of
the race, or ignored completely.
- Instead of +2 vs. Enchantment and Immunity to Sleep, Elves have 90% resistance to
- Surprised on roll of 1 on 1d6
- Instead of +2 vs. Enchantment and Immunity to Sleep, Half-Elves receive 30% resistance
vs. Charm/Sleep magic.
- Surprised on roll of 1 on 1d6
- Receive +4 Skill Points at 1st Level, but NOT bonus points at each level after
- All standard classes except Rogue get (4 + Int bonus) x 4 Skill Points at 1st Level and 4 +
Int bonus Skill Points at each level after.
- Characters gain spell bonuses for high spellcasting-related ability scores as per Wisdom bonuses for Clerics
in 2nd Edition. These are cumulative up to character's score.
||1 1st, 1 3rd
||1 2nd, 1 4th
||1 3rd, 1 5th
||1 4th, 1 5th
||1 1st, 1 6th
||1 5th, 1 6th
||1 6th, 1 7th
- Possibly because of long exposure to 2nd Edition, certain multi-class or class/race
combinations just seem disturbing. Therefore, no bizarreness like Druid/Monks or Elven
Paladins without an EXTREMELY good reason. Dwarven Druids are right out.
- Not sure if it says this somewhere or not, but only ONE Prestige Class per character.
- Don't really pay much attention to the experience penalty for widely disparate class
levels. Multi-classing is its own reward AND penalty, especially when you get to 10
accumulated levels and still wish you could someday cast third level spells.
- 2nd Edition Turn/Rebuke Undead rules. Although this may change, because there's some
pretty interesting stuff going on with this in 3rd Edition.
- Clerical spell Domains are often cool but sometimes retarded-particularly additional
ones from books published after Player's Handbook. Redundant Domains such as
'Magic' and 'Spell' are consolidated or one is eliminated. Some particularly stupid ones,
such as many found in Forgotten Realms, are just ignored.
- Elven clerics may always choose Plant Domain as one of their Domains, because it's just
weird if Elven clerics have no influence over nature whatsoever.
- Re-wrote the class completely-3rd Edition monks are really cool, but weren't quite what
we were looking for.
- Just because a Monk has not taken a Feat reflecting a martial arts move (i.e. flying kick),
does not mean they cannot attempt it. They simply take a penalty to their attack roll. Of
course, if they fumble (roll a '1') the results could be spectacular. ^_^
- Surprised on roll of 1 on 1d6
- Two-weapon fighting with NO penalty while wearing light or no armor
- Wizards may memorize as many spells as they have slots for the day, and may cast each
spell up to as many times as they have slots. Thus, a 1st-level Wizard with two spell slots
might memorize Magic Missile and Charm Person, and could cast each once, or either
- Note that many changes made to increase flexibility in wizards' spellcasting abilities
reflect the fact that the Sorcerer class is not used. Thus, many house rules regarding
Wizards would make the Sorcerer class redundant. Also see Metamagic Feats and Spell
Mastery Feats, below.
- All characters receive an extra 2 Feat slots at creation, useable only for Feats reflecting
character's personality or idiosyncracies-i.e. Artistic Ability or Keen Senses
- Ambidexterity reduces but does not eliminate two-weapon fighting penalties-however, it
is applicable to other tasks
- Two-Weapon Fighting eliminates attack and damage penalties-however, allows only one
attack per round with off-hand weapon-I know it says this in the Player's Handbook, but
it was later countermanded in other books (check out Masters of the Wild)
- Feats regarding the bow (i.e. Far Shot, Rapid Shot, etc.) Do NOT necessarily require the
Point Blank Shot Feat as a pre-requisite
- Metamagic Feats may be applied as spell is cast-a previously memorized higher-level
spell slot is sacrificed to make room for enhanced spell
- Some Item Creation feats have different spellcaster level requirements:
- Brew Potion-stays at 3rd level
- Craft Magic Arms and Armor-8th level+
- Craft Rod-7th level+
- Craft Staff-stays at 12th level
- Craft Wand-stays at 5th level
- Craft Wondrous Item-stays at 3rd level
- Forge Ring-stays at 12th level
- Scribe Scroll-stays at 1st level
(note that general level requirements are superseded by specific requirements for individual
items, found in item descriptions in Dungeon Master's Guide)
- In some cases, Feats may be purchased using Skill Points, if all Feat slots are filled.
- Since the description of Spell Mastery (available only to Wizards) is crappy (what
exactly does 'can prepare without referring to a spellbook' mean?) , license has been
taken to allow a wizard to spontaneously replace a previously memorized spell with one
chosen through Spell Mastery feat. So using all these House Rules, a Wizard counts
spells learned through Spell Mastery toward daily memorized spells, even if it takes the
Wizard over their allotment of spell slots (i.e. a 1st-level Wizard with two spell slots
memorizes Magic Missile and Charm Person, and can also cast Hypnotism because of
Spell Mastery-any combination of these three twice). However, alternatively, a
memorized spell could be completely discarded for the day, to be spontaneously replaced
with a Mastered spell, so that Magic Missile would no longer be memorized for the day,
- Characters using distance weapons (such as longbow, thrown axe, etc) automatically get
two attacks/round at highest attack bonus. It just doesn't take that long to throw or shoot
something. As character acquires secondary/tertiary attacks, etc. these are added as
- As noted earlier, surprise rolls are as per 2nd Edition
- As noted earlier, when fighting with two weapons, unless the character has Improved
Two-Weapon Fighting Feat, they only get one attack per round with the off hand-if the
character has the Ambidexterity Feat, then just designate one hand as the off-hand. You
can only flail around so much with two sharp objects before they get in each other's way.
- Initiative is rolled each round, not just at the beginning of the battle.
- Wraithform was just cooler in 2nd Edition. In 3rd Edition, it's called Gaseous Form and
isn't as interesting.
- As just indicated, sometimes 2nd Edition versions of spells are chosen over 3rd. This is
done on a case-by-case basis, and only where it seems to enhance game play a lot.
- Priests get several of the spells that deal with commanding/creating/destroying undead,
which for some reason weren't given to them in 3rd Edition, such as Destroy Undead, and
the Disrupt Undead cantrip. Or maybe they should just have an Undead Domain.
- I wonder who had so much free time that they could sit down and write out the whole
freaking list of spell descriptions that takes up the second half of the book. I guess it was
Gary Gygax, really. After all, the thing has been there since 1st Edition. Does that guy
have a job?