This is an old revision of the document!
Table of Contents
| Base Rules | Dungeons and Dragons 3.5e | |
|---|---|---|
| Rule Subset | 3.5none | |
| Additional Rules | Narrative Levelling | |
Background
For more detail, see: The Backstory
All humans have ascended. There are so many gods that the universe itself has begun to fall apart. Through cooperation of Law, the universe has been stapled together, and Heroes are being collected to find a solution to the impending doom of the multiverse.
Rules
The game uses the standard 3.5 rule set, meaning it is open to most SRD content.
3.5none
This is a summary of the rules, which has a more in-depth page about rulings and specifcs.
3.5none is a ruleset which started as a joke on /tg/, which stated that 3.5e was perfectly balanced provided you threw out the core rulebooks. This has resulted in the following set of rules being built by me:
- Starting at level 2, which allows races with a level adjustment of +1 to be used
- “Core rulebooks” are defined as Monster Manual, Dungeon Master's Guide, and Player's Handbook.
- 3e books are fine, however 3.5 equivalents will overrule (Tome and Blood < Complete Arcane)
- No classes, races, special items, spells, or monsters from the core rulebooks. For clarification:
- Templates from the core books are allowed. (Dragon, zombie, aberration, ghost, etc.)
- Armor and weapons are fine. Longswords, plate mail, etc., are still good.
- All third-party/homebrew allowed as per DM discretion. See: Approved books.
- Plain ordinary humans are banned no matter what rulebook they come from.
Narrative Levelling
Levels are awarded when it makes narrative sense. When enough time has passed, the character has pushed the boundary of their level, and they have a suitable training assist to expand their expertise. (Be that a mentor, book, or cosmic force.)
Setting
The beginning majority of the game takes place in the tower itself, followed by many adventures which use the tower as a home base. The tower is a massive spire that exists in the exact middle of the 6-dimmensional material plane. Because of its complex nature, it is inaccessible unless you know to look for it, and acts as a hub between the major material worlds.
The mid and late games take place across the variety of planes that exist in the D&D multiverse. This could be seen as an example of Intercontinuity Crossover, however this is Dungeons and Dragons, so it's approrpriate to remember that it exists in a realm of Negative Continuity. And of course, always remember that most things are the fault of wizards.
