What house rules do you use to achieve that? The default rules goe directly against those things.
Let's see. . .
overgeeked said:
Weak starting characters.
"Weak" is relative. When the PCs in both my groups were 1st and 2nd level they struggled against things like giant spiders and centipedes, stirges, bandits, an imp (as the big bad they also had a ritual way to defeat), skeletons and so on. People fell to dying status requiring death saves many times and in several cases only luck and/or quick thinking saved their lives.
Conclusion: No house rule needed.
See above. "Zero" and "hero" are both relative. When the PCs in my current group first arrived in the lands where they now are established adventurers with fans and haters, they had to earn their reputation with heroic acts and risk themselves to gain resources and save people heroically. They have recently bought an old hunting lodge to convert and are working their way up from local to regional influence. Part of this is also because they more powerful as they've leveled, but putting that power to work effectively required in-game navigation of the political and social milieu.
Conclusion: No house rule needed.
You may be on to something with this one, since this is the first campaign I have ever run that got this far without a couple of PC deaths. That said, the risk of death feels real - partially because I roll in the open, and partially because I have opponents (when applicable) act intelligently.
In one of my groups we are are trying out a variation on the long-term injury option, but that is less about "easy character death" and more about lasting consequences of being very hurt but avoiding death.
Conclusion: No house rules needed, but a long-term injury or other critical hit chart house rule could help.
Quick character creation.
As I mentioned, you are right, it is not quick. In fact, I make it take longer by running stat drafts.
As I suggested in a previous post, I don't really understand the need for "rules" for this. Maybe I just don't know what it means. To me exploration means, discovering and mapping/learning unknown regions - which happens all the time. It might be a specific dungeon or cave system, it might be a river delta on the frontier rules by lizardfolk. It might be a mountain. I describe. The players consider the landscape or setting and then have their characters act, choosing to go this way or that, setting up ropes for a climb, or using an ensorcelled animal to fly up and survey unknown places. . . And so on. . . Sometimes there are random encounters which helps cement what there is to be found in an area.
Conclusion: No house rule needed.
Every single thing you mentioned has been a part of my game. I have homebrewed some domain powers that will go along with their new HQ but they wanted the "domain" before they knew that having a place to live gained them anything but just a place to put their stuff - so I would not say that is a house rule that facilitates it. They are also deeply involved in town politics and helped create alliances with other peoples.
Conclusion: No house rule needed.
From a hollow world form of the "underdark" where the core of the planet is a red sun to magic mushroom pushing drug cult that used those mushrooms to weaken people's wills so that their boss can dominate them, and discovering the mushrooms are grown in troglodyte dung to a romantic troll who sings Chris Isaac and hates his two-headed uncle(s) to goblins and hobgoblins being the male and female examples (respectively) of the same species to the local form of government being a GASP! republic (everyone knows kings are better!

) . . .there had been weird shiz in this my games and there is more weird shiz to come.
Conclusion: Absolutely no house rule needed.
Now, that is not to mean we have absolutely no house rules. I've grandfathered how ready and delay work from 3E and I have replaced DM granted inspiration with a Hero Point system that allows +1d6 to certain rolls (does not stack with bardic inspiration). And of course, the aforementioned lingering injuries thing. However, none of them are necessarily aimed at an old school feel.