We Don't Need No Stinking Healers: 4e style healing surges - 6+con bonus times a day can use a healing surge to heal self of 1/4 round down of max hp in damage. All healing magic uses a healing surge. Once per combat can spend a standard action to use a healing surge.
More Death Buffer: Arcana Unearthed/Iron Heroes style extended disabled/dying and fort saves for negative hp instead of death at -10
Built Ford Tough: no massive damage save
Mostly dead: instant death effects take you to dying status, not dead.
Shirts or Skins: natural armor overlaps with regular armor instead of stacking
Hack, Hack, Hack: max hp at first level, half HD average round up for other levels
Mix and Match: No favored class, multiclass freely without xp penalty. Fractional BAB and save advancements for multiclass characters. Fractional saves give you levels in good or bad save progression (No starting over for another 2.5 with 1st level good saves). Caster level equals character level.
Feats are Easy: No ability score prerequisites for feats
I Can do Anything: No cross-class skills, everything is a class skill for everybody. Only need a story explanation for how acquired.
We Don’t Need No Stinking Skill Rolls: Don’t expect many skill rolls, particularly for social actions. Most things I see your score and character development (concept, history, characterization, and mechanical choices) and adjudicate based on that, not rolls.
What’s That Say: Decipher script does not exist as a skill
It’s a Trap: Anybody can search for traps regardless of DC
Magic is Easy: No ability score prerequisite for max spell level.
Dabblers Have Power: Caster level equals character level.
Magic Stacks: multiclassing spell caster spell slots and spells known stack Arcana Unearthed style.
Healing is Easy: All core spellcasting classes get healing type spells on their spell list and at the lowest level it is available to the other core classes.
Crafting is Easy: Crafting magic items does not cost xp
Magic’s Expensive: xp spells cost extra gold for component instead of xp
Feel the Power: levels are awarded when I say so, individual xp is not given to players.
Let’s Go: teleport is shorter range (1 mile)
Pikachu, I Choose You: Summoned celestial and fiendish smite works as a lesser constant smite against targeted aligned creatures, not a powerful 1/day thing.
Some core spells not allowed (searing light I’m talking about you, domains using it will be modified upon request, also most anything with sonic damage).
Beyond Good and Evil: Alignment is only for divine champions, undead, and outsiders, everyone else is neutral. Alignments are primal forces, not moralities. Class alignment restrictions do not apply other than as social expectations.
Specific Beasts: shape shifting and summoning requires a focus of the thing being summoned or shape assumed (usually a bone).
Did it Work?: Players are to post combat rolls using invisible castle with their character names. DM handles all other rolling. Post appropriate character mechanics and numbers in OOC portion of IC posts with spoiler tags.
Skilled: Feats every level instead of every three. I think feats are fun and add to characters and want PCs to have more.
No Wasted Learning: If you multiclass into a class that grants a bonus feat you already have you instead gain a related feat. For instance a character with Tracking who later becomes a ranger could gain Skill Focus Survival to boost his tracking instead of being out a feat compared to a character that waited to learn tracking. Taking a class that provides abilities you are good at should make you better at those abilities instead of no increased benefit.
First level benefits are for the best of your classes. So the max hp and 4x skillpoints for first level are whatever your best class is. It doesn't matter if you go sorcerer 1 then rogue 1 or rogue 1 then sorcerer 1 both second level characters will look the same mechanically.
Smarts!: Int skill bonuses are retroactive. If somebody increases their int permanently through level advancement they get the extra skill points and can learn a new language. Skill increases must still make sense for the character from a story perspective and can be saved until appropriate opportunities for skill development.
I got better: heal works like treat injury from d20 modern, but the treat injury application can be done once per encounter resulting in wounds and cures 1d4 for every 5 points above DC 10 on the heal check.
Falling is Dangerous: falling damage accelerates, it is 1d6 for each ten feet fallen, for each set of 10'. Still 20d6 max
So:
10=1d6
20=3d6
30=6d6
40=10d6
50=15d6
60=20d6
Poisons are Deadly: successful saves on poisons result in half damage
Beasts are Dangerous: iterative attacks work with natural weapons
Red in Tooth and claw: claws do slashing, bite does piercing.