HOUSE RULES


SECTIONS
INTRO (current page)
COMBAT
NEW FEATS
MONSTERS
MAGIC
ARADIA (setting)

INTRODUCTION
This is a collection of alternate combat rules for D&D 3e and similiar systems (roll a die and add bonuses/penalties, like R. Talsorian's old favorite Cyberpunk.)  These rules use D&D 3e terminology and it is assumed you have acess to a copy of the DMs Guide and the Player’s Manual.  Page numbers in the appropriate books are cited.

Most of these rules are inspired by Robin Law’s excellent RPG, Feng Shui, the most enjoyable fighting system I’ve ever encountered.  At one time, I despised fighting in games because, well, combat always seemed tedious and dull.  These rules force players to describe their movements moment-by-moment and give everyone, even deplorable tacticians like me, a chance to turn their nifty ideas into working attacks (despite the opinions of the DM.)

The core changes to the fighting system are discussed first, then some workable changes to the magic system and finally some highly irregular suggestions for different styles of campaign worlds and DM tips.  The stats for a few monsters are included within, although the familiar names Ogre and Goblin have been retained for slightly different creatures.  (Ogres are still big, slow brutes and goblins are still gnarled little men.  They can be green, if you like.)

I hope you enjoy these rules and that you can convince your fellow gamers to give them a chance.

It’s still good ol’ D&D, with an action movie/comic-book style twist. 1