Here’s the house rules list, at least the ones that affect character building:
- Wizards: Standard daily slots for spell casting, but I give low-level wizards a little bit of disposable magic (potions & scrolls) to make it less bleak while they’ve only got one or two spells.
- Priests: Any priests with access to healing spells can burn something from a regular slot to cast one of the “cure” spells (like in 3E).
- Demi-Humans: There are no level limits and no class limits except where multi-classing is concerned. Single-class options are wide open, but the list of available multi-class combinations is exactly the same as in the rule book.
- Humans: To compensate, they get a +2 bonus on all saving throws at first level, and an additional +1 at 5th, 10th, 15th, and 20th.
- Proficiencies: I use nonweapon proficiencies. Add a “stealth” one to the General list, though. It’s for less dramatic ordinary-person hiding and sneaking, while Thief skills are for more impressive ninja-like stuff. But of course people can try stuff without having the proficiency too.
As far as character generation goes, let’s go with the “2d6+6, assigned at will” method. I’d rather keep classes limited to the ones in the Player’s Handbook, but I have the original maroon splatbooks (Warrior, Rogue, Wizard, Priest) so the kits from those are okay too. And psionicists from The Complete Psionics Handbook.