I made a few house-rules changes, so my list is a little more than three:
1.) Half-orcs in my party get +2 con (in addition to +2 St) due to the double -2's that they get. Besides, he is a barbarian, and he needs the extra hp. They also get a +2 misc mod to the intimidate skill.
2.) Rerolls on hit points each level. d4 and d6 characters get to reroll 1's, d8 and d10 characters get to reroll 1's and 2's, and the barbarians get to reroll anything less than a 4.
3.) 1 is always a miss, fail, or fumble. 20 is always a sucess, regardless of the circumstance. And a natural "20" on an attack roll is automatically a critical hit - no need to reroll again to see if it is truly critical. 5% chance is hard enough, no point in making it harder.
4.) In my current campaign, I have a wizard and a sorcerer. The wizard can copy a spell from a scroll into his spellbook, then give the scroll to the sorcerer for future use. Copying spells from scrolls does not inherently absorb the magic from the scroll.
5.) As the DM, I cheat. My players know that I do, in order to enhance or move the story along. But they do not know when I cheat, so it is okay.
6.) I have created my own "Summon Monster 1-9" chart with stats for each monster that can be summoned. But, the spellcaster casting the spell can only cast one particular monster, not a choice (it is tied to the alignment of the spellcaster). So, at SM1, the CG sorcerer can summon the celestial badger and that's it.
These rules make the game move pretty smooth, and every seems to like them (as they have a tendency to benefit the party more than their foes). As the DM, I am here to tell a story, not kill the PC's.