Background: I've been playing 3e since Mr. EN started his first site with rumors of 3e using the bits and pieces and then the whole she-bang. Played it pretty much vanilla style.
Meat of the post: Now, I wanna add a couple of house rules before I start the next stretch of adventures/campaign. But I'd like some comments before I introduce them (though knowing me, I'll just go vanilla again!
:
Hit Points:
• Choose one of the following when the character levels before rolling hit dice:
o +1 hit point OR
o Reroll 1’s and 2’s.
Toughness Feat Change:
• Toughness now increases the hit die of the character every time the feat is taken with a maximum of d12.
• Barbarians are assumed to already have the Toughness feat.
• When multiclassing the toughness increase carries over to each class. However only the step increase carries over, not that actual die.
• For example: If Toughness is taken once, the rogues HD is increased to a d8, wizard to d6, etc.
• Or you may keep it as written in the PHB.
Maximum skill ranks per level (level + 3 for class skills, half if cross class skills) will be changed as follows.
• No skills cap for Craft/Knowledge/Profession skills.
• Maximum skill ranks per level is (level + 5) for class skills.
Saving Skill Points and Feats.
• Feats may be saved for later use. If they are not spent before a new feat is gained, the saved feat is lost.
• Up to half of earned skill points may be saved each level. They may not be saved for more than one level and may only be spent between adventures (“downtime”). If there is no “downtime” before the next level, they are spent the next time of the character levels up. (Example, a rogue earns 8 skill points upon making second level. He may save 4 of these for later use. He must spend them before or upon reaching third level. At which point, he may save 4 of the newly earned 8 points received for gaining third level.)
Metamagic feats:
• A wizard/sorcerer may substitute a 10% chance of spell failure for each level of increase caused by using a feat instead of preparing the spell at the higher level.
• A wizard/sorcerer can substitute the above spell failure chance for any or all of the levels increase caused by the metamagic feat or feats.
Sorcerer spell casting:
• Sorcerers do not need to use material components for spells with components listed at 2 gp or less in value.
Druids:
• Druids are the sorcerers of the Divine world.
• Druids do not need to prepare spells.
• Druids do not need to use material components for spells with components listed at 2 gp or less in value.
Cleric and Wizard spell casting:
• Clerics and Wizards may cast any spell they do not have prepared at a cost of:
o Increasing casting time as such:
1 standard action spells take three full rounds to cast.
Full round spells take four full rounds to cast
Spells normally requiring over a full round to cast may NOT be cast unprepared.
o Material components must be used at the time the spell is cast.
o +5 to Concentration DC
• Material components are used to prepare a spell.
• To cast a prepared spell, material components are not needed.
Caster levels are equal to character levels with the following restrictions.
• Arcane stacks with arcane.
• Divine stacks with divine.
• Arcane does not stack with divine and vise versa.
• Non-spell casting class levels do not stack with spell casting class levels when determining caster level of spell effects.
• A level of Bard, Cleric, Druid, Sorcerer, Wizard or Adept gives +1 caster level to the appropriate type of caster level (Arcane/Divine).
• A level of Paladin or Ranger gives +1/2 caster level (rounded down). These levels only stack after the paladin or ranger gains the ability to cast spells.
• A level of Barbarian, Fighter, Monk, Rogue, Aristocrat, Commoner, Expert or Warrior gives you +0 caster level.
Meat of the post: Now, I wanna add a couple of house rules before I start the next stretch of adventures/campaign. But I'd like some comments before I introduce them (though knowing me, I'll just go vanilla again!

Hit Points:
• Choose one of the following when the character levels before rolling hit dice:
o +1 hit point OR
o Reroll 1’s and 2’s.
Toughness Feat Change:
• Toughness now increases the hit die of the character every time the feat is taken with a maximum of d12.
• Barbarians are assumed to already have the Toughness feat.
• When multiclassing the toughness increase carries over to each class. However only the step increase carries over, not that actual die.
• For example: If Toughness is taken once, the rogues HD is increased to a d8, wizard to d6, etc.
• Or you may keep it as written in the PHB.
Maximum skill ranks per level (level + 3 for class skills, half if cross class skills) will be changed as follows.
• No skills cap for Craft/Knowledge/Profession skills.
• Maximum skill ranks per level is (level + 5) for class skills.
Saving Skill Points and Feats.
• Feats may be saved for later use. If they are not spent before a new feat is gained, the saved feat is lost.
• Up to half of earned skill points may be saved each level. They may not be saved for more than one level and may only be spent between adventures (“downtime”). If there is no “downtime” before the next level, they are spent the next time of the character levels up. (Example, a rogue earns 8 skill points upon making second level. He may save 4 of these for later use. He must spend them before or upon reaching third level. At which point, he may save 4 of the newly earned 8 points received for gaining third level.)
Metamagic feats:
• A wizard/sorcerer may substitute a 10% chance of spell failure for each level of increase caused by using a feat instead of preparing the spell at the higher level.
• A wizard/sorcerer can substitute the above spell failure chance for any or all of the levels increase caused by the metamagic feat or feats.
Sorcerer spell casting:
• Sorcerers do not need to use material components for spells with components listed at 2 gp or less in value.
Druids:
• Druids are the sorcerers of the Divine world.
• Druids do not need to prepare spells.
• Druids do not need to use material components for spells with components listed at 2 gp or less in value.
Cleric and Wizard spell casting:
• Clerics and Wizards may cast any spell they do not have prepared at a cost of:
o Increasing casting time as such:
1 standard action spells take three full rounds to cast.
Full round spells take four full rounds to cast
Spells normally requiring over a full round to cast may NOT be cast unprepared.
o Material components must be used at the time the spell is cast.
o +5 to Concentration DC
• Material components are used to prepare a spell.
• To cast a prepared spell, material components are not needed.
Caster levels are equal to character levels with the following restrictions.
• Arcane stacks with arcane.
• Divine stacks with divine.
• Arcane does not stack with divine and vise versa.
• Non-spell casting class levels do not stack with spell casting class levels when determining caster level of spell effects.
• A level of Bard, Cleric, Druid, Sorcerer, Wizard or Adept gives +1 caster level to the appropriate type of caster level (Arcane/Divine).
• A level of Paladin or Ranger gives +1/2 caster level (rounded down). These levels only stack after the paladin or ranger gains the ability to cast spells.
• A level of Barbarian, Fighter, Monk, Rogue, Aristocrat, Commoner, Expert or Warrior gives you +0 caster level.