Just posting here for reference... Usually I'll start with this for a campaign, and then add a couple of substantial rules that are specific to the campaign.
- I usually use 25 point buy
- You may take a themes
- Dragonmarks and Spellscars will be campaign specific, and probably turned in Themes.
- Backgrounds are limited to "extra skill, +2 to skill, or extra language"
- Reskinning generally allowed
- Races restricted by setting, but see reskinning
- Free Versatile Expertise.
- Free Melee Training if your class has multiple at-will melee attack powers. The stat for melee training has to match the stat for the qualifying attack powers. Ardent(Cha), Artificier(Int), Assassin(Dex), Avenger(Wis), Bard(Cha), Battlemind(Con), Cleric(Wis), Druid(Wis, via Protector), Monk(Dex), Paladin(Cha), Rogue(Dex), Swordmage(Int).
Minions die from one hit. Hits that do not do damage still count. Any minion that takes damage from something other than a hit is bloodied. Bloodied minions take a -2 penalty to attacks, skill or attribute checks, and defenses.
Minions do double damage on a crit.
An extended rest is something that happens on a plot cycle, not a daily cycle. Generally you'll get an extended rest before each game session.
You hit a monster with radiant resistance 10 with an attack that does 10 "sword to the face" damage, 5 fire damage and 5 extra radiant damage. You did 20 "fire+radiant" damage, and ignore it's radiant resistance.
If you do "extra radiant" damage, you add the radiant keyword to the total damage bundle, and happily trigger your Morninglord PP feature to add radiant vulnerability.
Skill challenges are all of the form "N successes before 3 rounds". A round, in a skill challenge, is not a fixed amount of time, but rather just a chance for everyone to make a check. Therefore there is no benefit from not trying to do something: you might roll high and if you don't roll at all, it's the same as failing.
Don't go nuts with your free action count, especially repeatedly using the same free action. I'll always allow one. Three is pushing it. Using different free actions will not be restricted.
The rule for free action attacks is "one free action per source per turn". The granted attacks from Rending and other similar powers are treated as free actions, however.
Rituals with either a 5 minute or 10 minute casting time can be cast in 4 rounds by spending a healing surge. To do so, one ritual caster is the primary caster, and spends at least one action each round to cast the ritual, either a Standard Action to allow the ritual to progress, or a minor action to maintain any progress. Anyone assisting the caster must spend a minor action each round. If any round goes by without anyone spending an action, the ritual fails. After the 4th standard action is spent, the relevant check is made, the regeants and the surge spent, and the ritual takes effect.
Assassins: Your Shroud's damage is NOT extra damage. Enjoy. Multiple Shrouds all add together, so it's only one extra damage instance per invocation. Also you gain Inexorable Shroud as a bonus feat.
Barbarian: You gain the "Hide Armor Expertise" as a bonus feat, but don't get Barbarian Agility. (HAE changed, see below)
Battlemind: Mind Spike triggers if you are either adjacent to the marked creature, or the target.
Bladesinger: get Iron Will as a bonus feat.
Fighters: get another class skill, and Acrobatics as a class skill. Arena Fighters get procifiency with Ki Focus implements.
Warlocks: get Endurance as a class skill, and proficiency in Chain armor. Pact Blade Manifestation is republished (D400?)
Wizards: Magic Missile gets the following: "Special: Automatically hits minions".
Skald: The aura grows to aura 10 at 11th level, and aura 15 at 21st. Pure bards and hybrid bards are assumed to have the aura and desired at-will up at all times, but MC Bards (or any other silly stunts to get the aura) do need to use the action.
Swordmage: Assault and Ensnaring's Mark punishment goes off on either hit or miss, but after the triggering attack is resolved.
Hybrid AC Issues
Hybrid features that improve your armor class, including (but not limited to) Armor of Faith or the Paladin's Armor Proficiencies are all "Hybrid (defensive)" features. You may not take a defensive feature with Hybrid Talent, but you do gain one for free at character creation.
The hybrid Sorcerer's Sorcerous Power feature does not affect armor class, but there is a new hybrid talent (defensive)
These two nerf "broom builds" and fix the 1-square hole issue.
- You can shift 1 square as part of standing up.
- You can "Lunge" "move 1 square and make a melee basic attack"
These help various varient builds
- Chain Armor has no prerequisites
- Scale armor only has "Leather or Chain" as prerequisites
- Hide Armor Expertise: Benefit: Treat your Dexterity modifier as +2 only for the purpose of determining your armor class in Hide Armor. This increases to +4 in Paragon and +5 in Epic.
Minor Barbarian AC nerf.
- Barbarian Agility: You gain the "Hide Armor Expertise" as a bonus feat. Delete the bits about a scaling AC bonus.
This makes various signficant multi-class builds more feasible.
- Powerswap feats (Novice Power, Acolyte Power, Adept Power) are consilidated into one feat, with the level prerequisites instead limiting each individual benefit. That is, if you're 2nd level and take an MC feat and Novice Power, you can not swap daily powers yet. But once you hit 10th level you will be able to without having to separately take Adept Power.
- Powers that redirect attacks always cause the attacker to reroll. Since I announce target numbers, allowing those powers to effectively have the monsters autohit is makes them more effective than I'd prefer
- Broken things are house ruled as per the current entry on the Handbook of Broken
Things that aren't really house rules, because the rules are actually less than defined in this area
- Crits that add thunder won't let you retroactively increase the burst size. yep, that's inconsistent with Keyword Blender above. Ah well.
- Crit damage is applied once per d20 roll that crits. If you crit with "Prismatic Strike", you'll only roll your magic weapon's crit dice once, but all damage instances will be maximized. If you crit with Thundering Howl, the blast does maximum damage, but only the target you crit takes the bonus crit damage.
- Not all things with unspecified action types are no-actions. Some are free actions: you can't use Commander's Strike to get an unconscious person to make an MBA.
I generally don't mind homebrew. If you have a concept you'd like help with, ask. Custom themes, custom powers, custom feats are all possible. But they will have to pass my sense of balance.