I'm not sure I play D&D any more. . .
Combat: VP/WP, armor does 1/2 AC and 1/2 DR (but only on wound damage, which may be the d20 modern system, more or less), everyone can freely shift attack bonuses to defense against one melee opponent (expertise allows you to defend against 2 melee opponents, and so on).
World: a metal-poor, magic-rare world means that many items cost more, and magic items are exhorbitant. I make up for that by expanding the masterwork/high quality metals system to have enhanced weapons that aren't magical (they are expensive and rare, however).
Classes: everyone has more skill points, no monks, paladins, rangers, sorcerors or wizards; added scholar (who can be magically talented), WoT woodsman and aristocrat (modified).
Races: tweaked dwarves and halflings, banned elves, gnomes, half orcs etc. Added a new race of dragon-men.
Magic: reworked magic system from the ground up, using a combination of feats (in magical schools) and skills (of flexible application--for example, all fire spells can be cast using same skill). Spells are powered by vitality points (for arcane) or power points (created by ritual prayer of people with divine gifts).
And the normal assortment of skill and feat tweaks, including beefing up skill focus.
Of course, I wouldn't have had time to do any of this if I actually got to play regularly.
Combat: VP/WP, armor does 1/2 AC and 1/2 DR (but only on wound damage, which may be the d20 modern system, more or less), everyone can freely shift attack bonuses to defense against one melee opponent (expertise allows you to defend against 2 melee opponents, and so on).
World: a metal-poor, magic-rare world means that many items cost more, and magic items are exhorbitant. I make up for that by expanding the masterwork/high quality metals system to have enhanced weapons that aren't magical (they are expensive and rare, however).
Classes: everyone has more skill points, no monks, paladins, rangers, sorcerors or wizards; added scholar (who can be magically talented), WoT woodsman and aristocrat (modified).
Races: tweaked dwarves and halflings, banned elves, gnomes, half orcs etc. Added a new race of dragon-men.
Magic: reworked magic system from the ground up, using a combination of feats (in magical schools) and skills (of flexible application--for example, all fire spells can be cast using same skill). Spells are powered by vitality points (for arcane) or power points (created by ritual prayer of people with divine gifts).
And the normal assortment of skill and feat tweaks, including beefing up skill focus.
Of course, I wouldn't have had time to do any of this if I actually got to play regularly.
