For 3.5e:
No favoured classes - characters can multiclass freely.
No multiclass restrictions on Paladins and Monks - characters can multiclass freely.
Fixed hit points per level (3 for the d4 classes, 5 for the d6/d8 classes, 7 for the d10/d12 classes). At 1st level, characters get the same as above, plus 5 hit points (that is, 8, 10 or 12 hit points). Con modifier applies normally.
Our hit points were the more standard "1/2 die type + 1" per level past 1st, but otherwise this matches my group to a "T".
- When creating characters, it's the players' responsibility to figure out why they are adventuring together. No more wasting the first session having some of the characters argue about why they would possibly trust "that elf", who happens to be one of the PC's.
- No loners. No chaotic neutrals. No evil characters. No disruptive characters. No characters played in a way that detracts from another player's fun. This is a group game - a player who doesn't like that is free to play a computer game.
- If using flaws, no creating a character who is either 1000%/0%. By this I mean characters who, in ideal circumstances, are far, far better than everyone else, but in less than ideal circumstances, are worthless. Flaws should limit a character, but still leave them playable. Builds should make a character competent, not overpowered compared to everyone else.
- Be honest about the type of game we want. If the players want to just kick butt and take names, fine. If they want deep roleplaying and attachment to the game world, fine. If they want PC death to be rare - or not - either is fine by me. But when I ask what type of game you want, tell me. Otherwise, no one ends up having fun.
- The party (players) decide how to split treasure. As GM, I'll roleplay the reactions of the NPC's to such discussion/decisions, but ultimately this is up to the players.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.