These house rules cover the unique way we play D&D in the existing World of GreyHawk campaign. House rules may be changed by popular vote of the players. However, any rule that is changed or implemented also applies to the character's opponents.
1. Unless otherwise approved by the DM, players may select skills and feats only from the Core Rule Books. Players who have been granted special permission by the DM my only choose skills from approved 3.5 publications. For example, a player may select feats from The Complete Warrior as it is a 3.5 supplement, but my not select feats from the Sword and Fist as it is a 3.0 supplement.
2. All new characters must be 28 point characters and must be created as per the rules described in the Core Rule Books.
DM rules are implemented to make the game flow better and quicker. For the most part, these rules are not modified by player vote, although if a player wishes to discuss one of these rules he may do so at any time.
1. The DM may use any source book or any or D20 publication to create a fun and challenging experience for the players.
2. Players are allowed to play only one character (PC) unless there are 3 or fewer players. Non-Player Characters (NPC) such as hirelings, henchmen, and followers may be brought along according to the player character's needs and the adventure plot.
3. Players are required to keep an adventure log of the evenings gaming session. This log will include, monsters slain, magic used (potions, charges and such), money spent, treasure, and experience gained and must be handed to the DM and the end of the gaming session. This helps the DM keep track of the character's progression and better helps him plan future adventures.
4. The DM, not the player, is responsible for updating the all characters. These updates will be in Word Document format and will be complete well in advance of the next gaming session. Players are free to convert their characters into any format that increases their gaming experience, but in cases of disputes, the DM's copy is the master copy.
5. The DM will role play all NPCs according to the NPCs goals and motives. During game play the DM does not have to answer to the players as to the NPC motives or goals. After the gaming session, the DM may explain the NPCs actions, if such explanation does not risk spoiling future plots.
6. Players are expected to know their characters, spells, to-hits, and saving throws. Rule's lawyers are not required, but having a good knowledge of the game is helpful.
7. Characters may not give magic items to other characters. Magic items may be purchased for book value or traded for items of roughly equal value.