my list
From my experience on our house rules for 3.5E that we will be using in 4E as well:
Easy:
* critical hit system
* magic item changes (hell, give as many items and even give them for 'body parts' that hte game system doesnt define if you like; as long as you are ok to live with what you doand are experienced enough to handle it, it's really not a problem)
* monster changes - don't like that dragon's may not have spells? give them back. modify them a bit if needed.really, it's a simple change, ever since back in 1e and 2e, people been doing it.
* alignment system changes...we are adding neutral back in 4E, since neutral and aligned really are different meanings...but those are really for players who play very religious/follow the god's belief system style characters OR those who want to follow an ideal like an angel or devil might. we actually use a real life 'alignment' style system which means there is no real such thing anwyays for beings that aren't made of belief anyways (we follow planescape style philosphy
)
Moderate:
* item damage system (i say moderate since it's easy right now what we do, but it requires items to have their own hardness/hp type system or something equivalent). if they assume items are immune to damage for example, then I will have to use the 3.5E values or make my own. If they have a new system, then that could be integrated into our framework
* spell system changes - cleric and wizard will both have entire re-writes to fit into a) our concept of D&D universe and how magic works, and our background fluff that we use, and b) to do some custom stuff that we wished 4E would do but they are not. players are looking forward to this; my notes for this also take into account my players beliefs on 'fantasy' and what they want...
high:
* level limits (if friends want to go higher for unique type adventures or to try and ascend a chracter to a god (we always use custom rules for gods, demon lords, etc), then I will have to make up my own experience chart beyond 30 (I doubt we will though) and make up a new type of path (divine rights, or something at lvl 31).
* specific class changes (always interesting..takes time to get it right, but well worth it IMHO)
Regards,
Sanjay
From my experience on our house rules for 3.5E that we will be using in 4E as well:
Easy:
* critical hit system
* magic item changes (hell, give as many items and even give them for 'body parts' that hte game system doesnt define if you like; as long as you are ok to live with what you doand are experienced enough to handle it, it's really not a problem)
* monster changes - don't like that dragon's may not have spells? give them back. modify them a bit if needed.really, it's a simple change, ever since back in 1e and 2e, people been doing it.
* alignment system changes...we are adding neutral back in 4E, since neutral and aligned really are different meanings...but those are really for players who play very religious/follow the god's belief system style characters OR those who want to follow an ideal like an angel or devil might. we actually use a real life 'alignment' style system which means there is no real such thing anwyays for beings that aren't made of belief anyways (we follow planescape style philosphy

Moderate:
* item damage system (i say moderate since it's easy right now what we do, but it requires items to have their own hardness/hp type system or something equivalent). if they assume items are immune to damage for example, then I will have to use the 3.5E values or make my own. If they have a new system, then that could be integrated into our framework
* spell system changes - cleric and wizard will both have entire re-writes to fit into a) our concept of D&D universe and how magic works, and our background fluff that we use, and b) to do some custom stuff that we wished 4E would do but they are not. players are looking forward to this; my notes for this also take into account my players beliefs on 'fantasy' and what they want...
high:
* level limits (if friends want to go higher for unique type adventures or to try and ascend a chracter to a god (we always use custom rules for gods, demon lords, etc), then I will have to make up my own experience chart beyond 30 (I doubt we will though) and make up a new type of path (divine rights, or something at lvl 31).
* specific class changes (always interesting..takes time to get it right, but well worth it IMHO)
Regards,
Sanjay