I went with option 4. From years of DMing experience (never try to teach a five year old about THAC0, my older brother still won't play D&D with me

) I have learned that the rules are there for quidelines. If the rules get in the way of fun/story/roleplaying/the pizza, or anything else, the rules lose. Besides, I like a loose game where people are allowed to try even idiot things.
BARBARIAN: I'm going to jump the gorge.
DM: It's 200ft to the otherside...
BARBARBIAN: When I hit ground at least you won't have to dig a hole...
What do you do? Well, aside from let him go squishie.
However, on the other note, the rules do have a purpose. Combat would be hell if you just rolled whatever die you grabbed first. As such, some times rules are good. I just like the way they work in my head more than I like how they do in the book.
BTW, even though I'm no longer a five-year old, I still go with what I think works. And, I've been accused of being a rules lawyer. Hey, interpretation is more fun when you know it all.
