D&D 3.5e House Rules
Applied to: Temple of Elemental Evil
Inspiration & Luck Points
Inspiration
If the GM notices some inspirational role-playing, creative problem solving, or anything that adds value, fun, and excitement to our game, the GM may recognize and honor that inspiration with a Luck Point for the player’s character who was responsible.
If a player notices the same, they should announce it: “So-and-so was Inspirational when they shouted their battle cry / picked those locks / solved the puzzle / integrated their back story…” The GM will make a judgment call and MAY reward a Luck Point to one or both players’ characters.
Luck Points
Luck Points are used to make Fate Rolls. They do not apply during character generation, advancement, or any time outside of actual game play/roleplaying.
Luck Points can be used with any d20 roll (except automatic successes or failures — a natural 1 or 20), including attack rolls, skill checks, saving throws, etc.
Proactive (before rolling): Declare you are using Luck Points before making a normal d20 roll. Roll three d20 and choose the best result.
Reactive (after rolling — re-roll): You can bank two Luck Points after rolling: 1 for a re-roll, and a second held in reserve for a possible Fate Roll if you decide to use it. If you like your re-roll you can keep it and receive your second Luck Point back.
Timing rule: You must notify the DM as soon as possible if you decide to re-roll. If you wait until after the DM tells you that you’ve failed, the DM may deny your request.
Note: If you call for a Fate Roll and you had already succeeded — that’s too bad. The re-roll decision is yours to live with.
Information rule: You are not afforded privilege to information outside the purview of your character’s knowledge. Make the decision based upon the facts of the moment.
Luck Points at Level-Up
At level-up time, you can spend Luck Points to roll multiple Hit Dice and take the highest result:
| Spend | Roll and take best of |
|---|---|
| 2 Luck Points | 2 HD |
| 4 Luck Points | 3 HD |
| 8 Luck Points | 4 HD |
| 16 Luck Points | 5 HD |
Fumbles
On a natural 1 attack roll, a fumble may occur. Results are determined by the D&D 3e Fumble Table (Fantasy Grounds asset).
Reference: D&D 3e Fumble Table PDF
Bartering
When haggling with a merchant, use an opposed Diplomacy check. The difference in the check results equals the percentage discount (or markup) applied to the set price for that item in the local vicinity. If such exists.
Combat
(Additional house rules here)
Skills & Feats
(Additional house rules here)
Magic
(Additional house rules here)
Experience
(Additional house rules here)