My Restrictions
I'm on DM hiatus pending finishing my thesis (which I should be working on now). But after my Forgotten Realms campaign, the following will not be allowed
No magic stores. The Red Wizard stores have to be the dumbest thing ever invented. My characters made it their specialty to rob the darn things. No matter how many traps I put it or guards I put in, they still managed to get away with theft.
No Psionics. Yes, I have been a great fan of psionics for the longest time, but the new 3.5 version has left me cold. Until I can sit down and make a 3.25 version that will make me happy, I'm not using psionics. I'll save that for my Adventure! d20 and Transcthulhu Space/Trinity d20 game, when I get the chance (and I am using their systems).
No nonstandard races.* D&D has become worse than World of Darkness about race/clan/werebeast variants and things just became insanely complicated. *That's not completely true, I've made or adapted variant races, but they are all ECL +0 and close to humanity.
No exceptional abilities when polymorphing/wild shape. This harkens back to 1st edition, but some of those exceptional abilities are better than the supernatural/spell-like abilities that the creatures have.
I'm probably going to make teleporting a little harder to. Get rid of Teleport without Error (sorry, Greater Teleport) and make Teleport that level. Give an error to every spell that allows such transport (even dimension door). And use the Portal stones from Wheel of Time.
No gods. I am going to run a game with the basic philosophies from the Complete Priest Handbook and see how it goes. The world was nearly destroyed in a Holy War. It went from a few major continents to an island campaign (ergo no Drow or Underdark), using the System guide to Aegis from Alternity.
And number one NIMC (not in my campaign): The Vow of Poverty. I am very stingy with magic items (maybe that's what drove my characters to theft) and actually make the characters sacrifice their own XPs if they want to make a better magic item (you've got a +1 sword and want to make it +2, then go to a wizard, go gather the things he needs to do it, and spend the 300 xp deficit yourself). So the "disadvantage" of the Vow of Poverty is not that much of a disadvantage in my games.
What I allow:
Okay, variant races. I have always loved the Irda, so I gave them the restrictions from the 2nd ed Monster Compendium and eliminated all melee weapons, armor and shields from their initial proficiencies. If they take a class with melee weapons they simply don't get them. They have to buy a feat in order to get melee weapons (simple weapons for all simple melee weapons, and martial weapons for each ranged weapon), armor, and shields. This applies even if they multiclass. Also they have a -2 penalty to save vs. poison. I feel this justifies moving their ECL to +0.
Andamen. This is from the Bard's games Atlantis supplement. I used it to create a generic Animal race, instead of having to create a new race for each type of animal. They can interbreed with each other, humans, or animals to produce new Andamen (only 30% successful, the rest are born as animals). If they want other animal qualities I may allow them to buy them as feats (They have low-light, claws, bonuses to skills and abilities, and ability to speak with animals, favored class: ranger)
Ogier. I love the race from Wheel of Time and have decided to use them. My game twink hates them because they are a noncombat effective Large race, which makes me like them even more.
The Verrik. I like the look of them and gave them a third eye. Not sure exactly what I'll end up doing with them since I created them for a psionics game. May not use them at all.
Classes: The AU classes of akashaic (the reason I bought the book), champion, mage blade (made him a spellbook caster like the wizard, compensated with a few bonus feats), and totem warrior. The generic expert class (upped his bonus feats to the same schedule as the fighter, and gave him 8+Int skill points), the noble from Dragonlance (added back in the Star Wars d20 non-revised inspiration ability at 17th level, added the revised Resource Access compensated from the exchange rate, and added talents from the Charismatic Hero's charm tree).
Modified Classes. I am giving bards Wild Shape a little slower than a Druid, also it will only be for medium, small, and tiny creatures (and they get all the spells from the 3.0/3.5/and UA variant lists). Wizards will have Spell Secret from the Wu Jen, Slow Aging and Magic Familiarity from the WoT initiate, and some of the class features from the AU Magister (and still get their feats). The Sorceror will have a few of the class features from the AU Magister and will have a block like Males from WoT and will slowly go insane like they do, I will allow them to buy bloodlines.
Action Points. However, I allow characters that can spend multiple action points to add them together instead. And I will allow characters to re-earn them through dramatic flair. This compensates for my and a few of my other players lousy rolling.
Dodge as a skill. The dodge feat sucks. So I am making dodge a cross-class skill for everybody, and any feat that requires dodge must instead have +1 or more ranks in dodge. Dodge will not stack with armor unless you are a fighter. Otherwise, it works just like a defense bonus.
Reputation. I like it, plus I am going to incorporate the feats of wit article so its a little fluid.
Guns. I am going to use my own primitive gun rules (a version of which used to be on this site with some very bad grammar on my part).