In general, I am trying to stick to the core 3E game mechanics found in the Player's Handbook, Dungeon Master's Guide, and Monster Manual. I am supplementing these books with rules found in the Psionics Handbook and the Manual of the Planes. This is because although I love lots and lots of options, this is my first time running a 3E game and I want to make sure I know what I'm doing before opening the game up and going full-bore with everything published.

However, those five books don't cover everything I need to run a proper Planescape game. There are some, in my opinion, very key elements which have not been converted to 3E by the folks at Wizards of the Coast. So, I've had to it myself. Also, there are some things which have been brought over by WotC that I disagree with how they did it. Again, I made my own version.

This section covers those rules which are either new or different.

Planar Races
Rules for the races unique to the Planescape setting
Posted 11/05/01, Revised 02/11/02
Planar Metals
As introduced in my last campaign, 3E style
Posted 12/03/01, Revised 08/12/03
The Factions
Rules for playing a member of the one 15 Factions of Sigil
Posted 11/19/01, Revised 04/25/02
Skills and Feats
New abilities and options for player characters
Posted 01/04/02, Revised 04/25/02
House Rules
Home for all the various game mechanics changes that I'm making for this campaign
Posted 04/25/02, Updated 06/07/03

Authored by: Ken Lipka

E-mail me: krlipka@yahoo.com
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