Building on the 3.5 rules, below are some ideas. Also, the Pathfinder 3.5 rules look very promising. I will research these further.
All XP should be tracked on a piece of lined paper. Each character will track their own XP and report when ready to level.
Leveling can only occur where you are in your element. Examples:
After a large battle for fighters
After spending time in a city or a heavily trapped dungeon for rogues
After spending time in a library for wizards
After visiting a temple or in deep meditation for clerics
After spending time in the wilderness for rangers
After spending time with a higher leveled similarly classed PC or NPC
Prestige classes will be worked into the storyline. PCs will need to state their intentions well in advance.
Crossbows:
A loaded crossbow that is ready to shoot can give an extra attack at -2 to hit.
The heavy crossbow considers armor hardness to be reduced by 4 points at range of 10ft or less.
The war hammer's spike considers armor hardness to be reduced by 5 points.
Polearms have 10ft reach. A successful hit will prevent an opponent from closing within 5ft. Opponents can attempt a sunder weapon to get close the distance.
Optional Tweaks
One or more of your attacks per round can be used to block an attack with your shield. You need to roll equal or higher then their attack roll, plus your shield bonus, to block the attack. This assumes you have initiative.
The improved shield bash feat gives you two handed weapon fighting with shields.
The shield proficiency feet can be taken more then once, each time adding your shield bonus to blocking an attack.
| Type | Material | Size | Concealment | AC Bonus | Check Penalty | Spell Failure | Hardness | HP | Max Dex Bonus |
| Buckler | wooden | S | 10% | +1 | -1 | 5% | 10 | 5 | - |
| Light | wooden | S | 20% | +2 | -1 | 5% | 5 | 7 | +6 |
| Light | steel | S | 20% | +2 | -1 | 5% | 10 | 10 | +6 |
| Heavy | wooden | M | 50% | +3 | -2 | 15% | 5 | 15 | +4 |
| Heavy | steel | M | 50% | +3 | -2 | 15% | 10 | 20 | +4 |
| Tower | wooden | L | 100% | +4 | -2 | 15% | 5 | 20 | +2 |
Optional Tweaks
The intent here is that I'd like to be able to realistically explain hits and damage during combat. The standard 3.5 rules are drastically over simplify things. Armor does not make you harder to hit, just harder to hurt (ie damage reduction). We can play this by ear and see how it goes.
| Type | Material | AC Bonus | Max Dex Bonus | Check Penalty | Spell Failure | Hardness | HP | Special |
| Light | Padded | +1 | +8 | 0 | 5% | 0 | 5 | 10/-cold, 5/-bludgeoning, soft |
| Light | Leather | +2 | +6 | 0 | 10% | 2 | 10 | soft |
| Light | Studded Leather | +3 | +5 | -1 | 15% | 2 | 15 | soft |
| Light | Chain Shirt | +4 | +4 | -2 | 20% | 8 | 20 | soft |
| Medium | Hide | +3 | +4 | -3 | 20% | 2 | 15 | soft |
| Medium | Scale Mail | +4 | +3 | -4 | 25% | 10 | 20 | soft |
| Medium | Chain Mail | +5 | +2 | -5 | 30% | 8 | 25 | soft |
| Medium | Breast Plate | +5 | +3 | -4 | 25% | 10 | 25 | |
| Heavy | Splint Mail | +6 | +3 | -4 | 25% | 10 | 30 | |
| Heavy | Banded Mail | +6 | +3 | -4 | 25% | 10 | 30 | |
| Heavy | Half Plate | +7 | +3 | -4 | 25% | 10 | 35 | |
| Heavy | Full Plate | +8 | +3 | -4 | 25% | 10 | 40 | |
Notes:
For bludgeoning attacks, soft armors have 1/4 points of hardness (round up), but take no damage.
Rule of thumb for armor hit points: Armor bonus x 5.
Extra HP above the x5 rule don't loose AC bonuses when damaged.
Metal armor will block certain types of area attacks (such as fireball), but the armor will heat up. Maybe 1/2 dmg for 2 rounds makes sense.
Damage dealt to armor must exceed its hardness before the armor takes damage.
Damaged armor will absorb damage up to its AC bonus, at which point the damage carries over to the character.
Piercing armor damage is always 1. The remaining damage carries over.
For every 1/(AC bonus) in damage, the armor looses a point of AC.
Magic items will add +1 to hardness per level of magic.
At every point of AC loss do to damage, the armor has a 5% cumulative chance of loosing it's magic.
The DM will tell you the hardness and HP of items you find. Exquisite items will be higher scores.
Magically armor does not make you harder to hit. It only makes you harder to damage.
Below is just a method to describe armor class that seems to explain things very well:
Armor class bonuses breakdown in order:
| Base 10 | Size | Dex + Dodge | Shield | Deflection | Armor | Natural AC |
Examples:
| Class | Base 10 | Size | Dodge | Shield | Deflection | Armor | Natural AC | Direct Hit |
| Human Ranger, dex 14, leather | 10 | 10 | 11-13 | | | 14-15 | | 16+ |
| Halfling Thief, dex 16, leather & buckler | 10 | 11 | 12-15 | 16 | | 17-18 | | 19+ |
| Dwarven fighter, dex 12, chain & heavy shield | 10 | 11 | 12 | 13-17 | | 17-21 | | 22+ |
| Same Dwarven fighter attacked from behind | 10 | 11 | | | | 12-16 | | 17+ |
| Elven wizard, dex 14, spells: armor & shield | 10 | 10 | 11-12 | 13-18 | | 19-22 | | 23+ |
| Human druid, dex 14, hide, barkskin, ring of prot | 10 | 10 | 11-12 | | 13 | 14-15 | 16-17 | 18+ |
| Black Dragon | 10 | 9 | 10-14 | | | | 14-27 | 28+ |
Most player's handbook spells are permitted. Spells from supplement books must be approved.
Wizards must acquire all spells in game.
Sorcerers and cleric types should discuss their spell selections in advance.
Clerics seems a little too powerful with strait 3.5 rules. I'm not sure about those domain spells.
Spell book size limits will be enforced.
All spell components are required.
Level zero spells can be cast at will up to 4/hr.
Alternate Magic Points System (optional)
Each spell slot counts as one point. Level two spells count as two points, etc..
Level 1 spells require 1 point each to cast. Level two spells require two points to cast, etc..
Points return at the rate of 1 point / hr of hard resting (sleep) + your prime bonus.
Specialist cannot add their extra spell slot to the general poll.
Critical damage is rolled plus the following special roll is used:
| 1 | Opponent is disarmed, tripped, or knocked over (1 rnd to recover) |
| 2 | You manage to sunder the opponents armor or weapon |
| 3 | Opponent is disoriented for one round |
| 4 | Automatic critical hit at full damage |
| 1 | You are disarmed, tripped, or knocked over (1 rnd to recover) |
| 2 | Your weapon or armor is damaged |
| 3 | You fumble and hurt yourself or a party member |
| 4 | Automatic miss leaving yourself open for immediate counter attack |
You are unconscious when your hit points are at zero or below.
You at dead only at your negative con value or lower.
While unconscious you bleed at 1 hp per round with a fortitude save 20 to stop bleeding.