I'm not running my 4th Ed game anymore, but amidst the menagerie of changes we had, the biggest one was probably how we dealt with Action Points (
http://www.enworld.org/forum/d-d-4t...248-need-help-scarred-lands-house-rulery.html).
The game was based in White Wolf's old Scarred Lands setting, and one of the big to-dos in the Scarred Lands dealt with faith, religion, and a very hands on pantheon of gods. The d20 version of things had a what were termed "Invocation Benefits" which were a specific list of what kinds of things people would pray to each of the gods for. This could be anything from smithing a sword, to safe passage by sea, to bonuses to hit and damage followers of another god. In addition to that, there was also a lot of hazy DM suggestion as to how the gods might react to not getting enough prayer, or too much, or to having a follower pray to the "wrong" gods too many times.
For my game, we had a stack of 72 cards with different action point benefits on them. At the end of an encounter, you'd get one, and when you took an extended rest, you discarded all but one of them.
Any of the cards could be pitched for an extra move action, and you couldn't use more than one card each round.
16 of the cards were "normal" action points, and could be used to gain a standard action.
The remaining 56 cards had seven different invocations on them for each of the eight gods. If you had a card in your hand, you could, as a free action, make a Religion check (easy or medium, depending on whether it was a prayer to your principal deity) to pray for that benefit.