-Critical rule (no threat range or confirmation, max damage)
-Withdraw is a move action (half speed)
-Charge is a standard action (2.0 DDM charge rules)
-No 5 ft. step
-Half character level as bonus to damage
-No iterative attacks (replaced with feats such as Double Attack, Triple Attack, Cleave, Whirlwind Attack etc)
-Saves become Defences = 10 + half character level + class bonus (fighter +2 to Fort, bard +2 to Ref and Will etc) + ability modifier
-AC = 10 + half character level + Dex + armour + shield (no amulets of natural armour or rings of deflection)
-No flat-footed AC, instead grant opponent combat advantage (+2 to hit)
-2 x Str bonus when wielding a weapon 2-handed
-1 x Str on damage with off-hand
-Buff spells last only the encounter
-Concealment -2 to hit.
-Total concealment -5 to hit
-Any -4 modifier (shooting into melee, large size grapple bonus, Mobility AC bonus ect) is -5
-No DC's for spells, replaced with magic attacks (vs. Defence) = + Half character level + ability modifier
-Second Wind
-No absolutes (fire immunity becomes resist fire of a number appropriate to the creature’s power, and immune poison = +10 to Fort Defenc vs. poison etc)
-Per encounter magic and psionic system
-Saga Skill system