Rule 0 - Plain and simple - WHAT THE DUNGEON MASTER RULES IS FINAL. I will be fair and understanding. If anyone has a question about the rules or how they are interpreted a discussion is possible and welcome. Unlike what Hal has told you, I do sometimes change my mind after a particularly persuasive argument. Just remember WHAT THE DUNGEON MASTER RULES IS FINAL. And feel free to email me whenever a question comes up. Thanks.
Some of the rules in the Players Handbook and Dungeon Masters Guide are broken. That is, they are not remotely fair or in the good spirit of the game. Some other rules are very complicated and need explanation. All of these rules have been picked over and analyzed on the best message boards relating to third edition I have seen.
Potions - Color and Identification
The New Ranger (by Monte Cooke)
An encounter gives away a standard number of experience points. This may not always be broken up evenly. Following every encounter each character will be awarded experience points but they may not be even. If for instance the fighter single handily took down the Hill Giant he will get the bulk of the experience points. It usually will work out to 50% being awarded evenly with the other 50% being awarded as the DM sees fit. This will relate to the teamwork of the party and how much each character tried to participate. If the wizard is out of spells he will bring out his crossbow. The cleric can cast defensive party spells while waiting for the lines to clear, these are examples of good party teamwork.
Experience points will also be awarded,
although not as generously, for good role-playing. If you can manage to
keep your character in character you will be awarded with additional
experience
points.
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| Buckler | Small Shield |
| +1 Armor bonus. | +1 Armor bonus. |
| -1 Armor check penalty. | -1 Armor check penalty. |
| 5% Arcane spell failure . | 5% Arcane spell failure. |
| Continual armor bonus for archery. | Shield bash attack - treat as light weapon. |
| Allows off-hand weapon and two weapon fighting at an additional -1 attack penalty and loss of buckler's armor bonus. | Can install shield spikes. |
| Allows two handed fighting with only loss of buckler's armor bonus. | Able to carry items in hand. (torches, potions, NO weapons) |
Lets first describe what a melee is. A melee is when the target is engaged with an ally of the shooter. The ally of the shooter must threaten, not swimming, unconscious, etc., the target in order to be classified as in melee. The first penalty associated with firing into a melee is a -4 attack penalty just for being in melee. This represents the fact that the shooter is trying hard not to hit his ally. In addition to this, if an ally is providing cover, the target receives a +4 cover bonus to armor class. This means if the ally is in a direct line between the shooter and the target they receive a +4 cover bonus to armor class and the shooter gets a -4 attack penalty. The DM may rule that targets off line receive the same or a slightly less cover bonus to their armor class. If the attack misses, but would have hit the target without the bonus of the cover bonus then the ally is hit instead.
An example, Shannan
the shooter shoots at Tommy the target, with Adam the ally in the way.
Tommy is AC 12, Adam provides a cover bonus of +4 making Tommy AC 16.
Shannon notches an arrow and lets fly rolling a total of 19. Shannon
receives a -4 attack penalty for firing into a melee so her score becomes
(19-4=15) Tommy's AC is 16, so its a miss! But wait, a 15 would
have hit Tommy if not for the cover bonus being provided by Adam, therefore,
the arrow has struck Adam right in the back please roll for damage and
hope Adam holds no grudges!
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In the Dungeon Master's Guide
it states "In addition to the standard methods of identification, PCs can
sample each container they find to attempt to determine the nature of the
liquid inside." To make this a slight bit easier, instead of taste
being the identifying sense, I have chosen color. Whenever you discover
say a Potion of Oilers Make Playoffs, the color will be Copper
and Royal Blue. A Potion of
Avs Win the Cup will be Burgundy
and Silver. It is up to the PCs
to keep track of the potion colors.
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The following is a list of required equipment, their prices and weights. The equipment in blue is highly recommended as penalties occur if you do not posses them for certain tasks.
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| Backpack |
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| Bedroll |
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| Flint & Steel |
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| Waterskin |
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| Traveler's Outfit* |
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| Rations, Trail (one day) |
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Required
Equipment:
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| Spell Component Pouch** |
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| Wizard's Spell Book |
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| Holy Symbol, Wood*** |
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| Holy Symbol, Silver*** |
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| Thieves' Tools |
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| Healer's Kit**** |
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* - or some other type of cloths
** - only required if the character casts arcane spells.
*** - you may choose between the two, only one is required.
**** - required by clerics, may be purchased by anyone.
It has come to the attention of the D&D:3e
community that the ranger class as presented in the Player's Handbook
is broken. There seems to be no valid reason to play a ranger past
first level as that is where you get all the bonuses.
(Nice skill points, ambidexterity, two
weapon fighting, track, and favored enemy) So Monte Cook, one of
the designers of the game has come up with an alternative. This new
ranger class has the ability to be played beyond first level. You
can access the new ranger class by clicking here.
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As described in the Dungeon Master's
Guide, magic items can come in three varieties. They can appear mundane,
distinctive or they may vary in appearance. The default method is
that magic items appear in a variety of ways from the exquisite to the
truly unremarkable. The only true way to determine if a magic item
is present is by casting a detect magic spell. Some truly exotic
looking items may be just that - truly exotic. The sword may be encrusted
with gems and have a blade sharp enough to cut the legs off a gnat but
it may only be worth extra gold for the gems. On the flip side, a
small broken stick may look like garbage or a dog's chew toy, but it may
actually be a wand of fireballs (20th level caster). Just remember
to check out all items found in your adventures.
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I will use a system of critical fumbles
quite similar to the critical hits procedure. If at any time you
roll a natural "1" on the attack roll, you immediately roll again.
If the second roll also misses the target you have suffered a critical
fumble. I will be using the charts for such from the Dragon Lords
of Melnibone campaign setting. Click here to see a more concise look
at the Critical Fumble charts.
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Training is detailed in the Dungeon Master's Guide starting on page 41. It gives examples on how training takes one week per skill rank and two weeks for very feat learned. It goes on to give examples on how class abilities also take time to learn. These are way too restrictive. Most characters gain 2 skill points per level, a rogue gains 8 skill points and usually a class ability. So most characters are training for 2 weeks, but the rogue is gone for about 10! See ya Falin - we got adventuring to do. So training will take place but by a different set of rules. They will be as follows:
Upon achieving
a level all characters will gain the following immediately.
Base attack bonuses,
saving throw upgrades, spells per day, divine spell selection, upgrade
in all class features regarding level (paladin's lay on hands),
any upgrade of a class feature (more sneak attack damage, uncanny dodge),
hit points.
Training will haveto
be done for skill points, feats and new arcane spells. It will occur
using the following chart system.
Xd4 days of
training - where X is the level being attained.
Therefore, upon
attaining 8th level, Tordek the fighter, gets the following: hit points,
base attack bonus, save increases, and an ability increase. After
training for 8d4 days he gets his skill points and a fighter feat.
Be aware that player
characters must train before attaining another level. This means
that after attaining level 2, you must train before you get any
benefits from level 3. (including hit points, base attack bonus, etc.)
Training can also be split up into any number of days. If you roll
15 days of training, it can be split into any number of ways. As
long as all 15 days are spent doing nothing but training, no item creation,
shopping, etc.