:House Rules:

Last updated 11.4.03

Abilities

Characters get 32 points to spend on abilities at 1st level.  These don't include racial modifiers.

Score Cost Modifier
6 -- -2
7 -- -2
8 0 -1
9 1 -1
10 2 0
11 3 0
12 4 +1
13 5 +1
14 6 +2
15 8 +2
16 10 +3
17 13 +3
18 16 +4
19 -- +4
20 -- +5

Just FYI, a 5 point increase in an ability means the effectiveness is doubled. For example, a STR of 15 is twice as strong as a STR of 10. A STR 20 would be four times as strong as a STR 10.

Races

Drow elves use the same height and weight figures as other elven subraces as listed in the FRCS.

Classes

The xp needed to be level Z equals (Z-1)500Z.

Monks and Paladins can multi-class freely. 

Sorcerers now get Use Magic Device as a class skill.

Skills

In 3E, literacy is the default for most characters. I'm changing this and making it default for Bards, Clerics and Wizards. Other classes can become literate by spending 2 skill points. Literate characters are assumed to be literate in all languages they know, assuming the language has a written form.

Feats

The Dodge feat adds +1 to your AC vs all opponents as though it were a Dex modifier.

Craft Staff allows the user to create a staff which has one or more magical effects.  A staff with only one spell is an oversized wand but isn't limited to 4th level spells.

Combat Expertise doesn't stack with fighting defensively.  Don't even try it.

Improved Initiative stacks with itself.

Quicken Spell works normally for bards and sorcerers.  Using it and another metamagic feat makes the spell have it's normal casting time.

Spring Attack allows you to use touch attacks instead of melee attacks.  Casting the spell still provokes an AoO normally.

Skills

Slight of Hand can be used untrained.

Religion

I've reduced the number of human deities in the Realms.  The modified list is presented below.  Non-human deities have not changed from the lists given in the FRCS and F&P.

Azuth L LN
Bane I LE
Beshaba I CE
Chauntea G NG
Cyric G CE
Eldath L NG
Helm I LN
Kelemvor G LN
Lathander G NG
Loviatar L LE
Malar L CE
Mask L NE
Mielikki I NG
Mystra G NG (LN)
Oghma G N
Selune I CG
Shar G NE
Silvanus G N
Sune G CG
Talona L CE
Talos G CE
Tempus G CN
Torm L LG
Tymora I CG
Tyr G LG
Umberlee I CE

 

In addition, there's also demon cults and devil cults (both sponsored by Cyric), beast cults (sponsored by Malar) and many paladins are 'secular', most of which are sponsored by Torm with Tyr picking up the rest.

Also of note, I'm using the default Great Wheel cosmology instead of what's in the FRCS. I've been using it for all these years and don't see any reason to quit now.

Equipment

All characters start with the maximum funds for their class. That is 240gp for Fighters, Paladins, and Rangers; 200gp for Clerics and Rogues; 160gp for Barbarians and Bards; 120gp for Sorcerers and Wizards; 80gp for Druids and 20gp for Monks.

Ammunition is lost or destroyed 50% of the time on misses and is never destroyed on a hit.

The hand crossbow is a simple weapon. C'mon, is it really that much harder than a light crossbow?

Characters starting at levels above 1st get the funds listed for their level in the DMG.  At least 10% of the total must be kept as cash.  No item may cost more than 25% of the total.  Characters can pool funds to purchase keeps and the like.

Combat

The Death's Door rule has been modified slightly. Death now occurs at -10 minus Con modifier. A character with a 12 (+1) Con doesn't die until she reaches -11 hit points.

Levels that are drained permanently come off of the highest level class first. If all classes are equal in level the player chooses which class loses the level.

Magic

Elves only need to rest for 4 hours before preparing spells.  Since they are fully refreshed after 4 hours of trance, there's no need for the other 4 hours of just sitting around.  They still can't prepare a slot that was used in the last 8 hours.

Psionics

Psionics are more common in my version of the Realms than the FRCS would indicate. I'll be using the psionic combat rules from the Quintessential Psion instead of the rules in the PsiHB.