This campaign will use the following house rules:
Skills No cross-class penalty. Apply INT bonus retroactively. (Makes it easier to figure out what your skill rank total ought to be.)
Multi-classing No first level +2 bonus to saves. No XP penalty for multi-classing. (No more multi-classing into five classes or more in order to get awesome saves. No getting extra screwed for playing an elven druid who switched to cleric. Loosing highest spell levels is the only real penalty.)
Grappling Win opposed grapple check to do damage, move, or silence your opponent or to get out of the grapple. No other action is possible while grappling. (Grappling is easy, but all the little extras make it confusing.)
Feats Dodge provides +1 dodge bonus to AC against all opponents. (People keep forgetting Dodge.)
Flight Forget about the movement details. (Too complicated.)
Invisibility Invisible creatures in fog or in water will be treated as having concealment (like blur ⇒ 20% miss chance)
XP Use more story awards, award less XP for combat. Award extra XP for cool ideas that are implemented, creation of props such as maps, drawings, and session reports. Doing that will grant you a cumulative 10% XP bonus, 100 XP minimum. Usually I will just assign points to things done (usually around the average party level) and multiply these points by 300 XP.
Magic Items Creation Brew Potion and Scribe Scroll are ok; other magic items cannot be created by player characters. (DM controls the magic items that come into the world.)
Splat Books We allow new feats and classes on a case by case basis. Please send an email to the entire group and discuss.
Wild Mage (Complete Arcane p. 68), Arcane Duelist (Campaign Setting pg. 51), Duskblade (PHB II, pg. 19), Wild Energy Substitution, Augment Healing (Complete Divine pg. 79), Focused Specialist (Complete Mage, p. 34), Master Specialist (Complete Mage, p. 70), Conjuror Variant (Unearthed Arcana, p.60)
Retraining On even levels, you can swap a feat for another if you provide a good in-game explanation. You must still satisfy all the prerequisites for all your feats after the swap. On every level, you can move two skill points if you provide a good in-game explanation.
Confusion Roll 1d4: 1 – act normally, 2 – do nothing but babble incoherently, 3 – deal 1d8 points of damage + Str bonus to self with item in hand, 4 – attack nearest creature. 
Character Generation Players can roll for abilities using 4d6 and dropping the lowest die, or use a 25 point buy. Supposedly rolling the dice results in the equivalent of a 30-31 point buy. On average.
Hit Points Players can roll for hit-points or use fixed values (DMG p. 198): 0.5 hp below average the first time you do this, then alternate between 0.5 hp above average and 0.5 below average.
Absent Players Absent players ⇒ absent characters, no questions asked.
Character Death in an Adventure Path You start at the beginning of the previous level. If your level 4 character dies, you create a new level 3 character with 3000 XP. (“Under most circumstances, a new character should begin play at the beginning of the level lower than the player’s previous PC.” – DMG p. 42)
Character Resurrection Death and resurrection is part of the game. You start at the previous level with enough XP to get you half way back to the current one. If your level 4 character dies, you create a new level 3 character with 4500 XP. (“The character’s new XP total is midway between the minimum needed for his or her new level and the minimum needed for the next one.” – DMG p. 42)
New Players You start at the same level as the lowest regular player character. If the party has player characters ranging from level 3 to 6, new players create a new level 3 character with 3000 XP. (“A new player should create his first character at the beginning of the level where the lowest-level existing PC is.” – DMG p. 42)
New Character Use the same rule as for character death.
Long Absence Use the same rule as for new players.
Charisma There is no Leadership feat. Instead, players build an entourage using roleplay within the limits of their Charisma score. One of their entourage will be a Loyal Follower and a potential replacement character.
Charisma determines the number of your followers, their morale score, and monster reactions.
|Charisma||Reaction Adjustment||Retainers||Retainer Morale|
Morale Retainers only make a morale check when an unusal amount of danger is involved. If the roll of 2d6 fails and the result is higher than the morale score, the retainer will retreat or flee (depending on Alignment and Intelligence).
Monsters usually make a morale check when their group looses its first member and when half the group is killed or otherwise incapacitated.
Reactions Don’t foget to apply the reaction adjustment from the Charisma table above.
|9-11||Unfriendly, may attack|
Magic Items You can buy only very basic magic items in cities:
Making a mithral or dragon armor is no problem since it’s not magical. Adding a +1 or +2 enhancement bonus is no problem, if you can afford it. Things like wild enchantments are usually not available. Those things must be quested for. Request a quest by saying “my druid wants to wildshape into a dinosaur and get some dragon armor, where could I find that?” There will be opportunities for these, I’m sure.