Ok, I'll try to help restart this thread and move away from the troll. Some of my modifications:
1. Non-assured cures of diseases, curses, poison, etc- When cure disease, neutralize poison, etc is cast, caster makes a level check vs the DC of the effect to remove it. Limit one try per caster per level. This makes poisons, diseases, and curses something to actually be feared.
2. Assassins and rangers don't cast spells. Instead, I use the outdoorsman from Path of the Sword for the ranger, and a modified version of GR's assassin.
3. I use a low-magic world, so I require a spellcraft check to cast spells equal to 10 + 2(spell level +1). Also, all spells take double the time to cast. Makes magic more chancey and rare.
4. I don't use any non-human races, but instead gave many types of human cultures each with their own abilities. Also give out 2 extra skill points per level, and one extra background feat at 1st level.
5. I always thought it was dumb that in 3E, every class is proficient with every weapon. What I did was to remove automatic proficiency with weapons from all classes, and instead require that skill with each weapon be purchased with skill points. Weapons cost 1 skill point to learn, unless they are exotic, which require 2 skill points. Also, weapon groups can be purchased, which grant proficiency with a group of weapons, such as short blades for 3 points (dagger, knife, shortsword, long dagger) or long blades (broadsword, longsword, shortsword, gladius, scimitar, sabre) for 4 points.
6. Use a WP/VP system for damage- gives low-level characters more staying power, but makes high-level characters still vulnerable.
7. Use hit locations and called shots with effects if successful. This makes combat less about toe-to-toe slugging and more about tactics.
Those are a few of my modifications. There are more, but I don't remember the rest off the top of my head.
