Here’s the house rules as they are defined right now:
- Session Point – Each game session, each player (not character!) gets one reroll of any die they roll. If you’re playing multiple characters (by GM request), then spend it carefully. GM rolls cannot be influenced.
- Thinking in Combat – Because combat is a swirling vortex of chaos, it generally costs you a minor action to use a knowledge or other non-physical skill. Skills that take physical activity to complete take a standard action as usual (most notably Healing, Thievery, or the like) as do completing physical actions as part of a knowledge roll (e.g. attempting to “disarm” a ritual).
- Traps – I think this is in the book but: Thievery will always work to identify and disarm traps (two separate actions because, if you fail to identify, at least you won’t activate it except on 1). However, other skills can sometimes be used more effectively to identify and disarm (i.e., lower DC). There will be just trap traps, though!
- XP – All characters will have the same XP, dependent on what the party does as a whole. This is only fair to keep the sometimes-playing folks up. However, the more you play, the more sense of your character we develop. Combined with your background, this will lead to circumstance bonuses to a variety of possible checks in-game. Plus people who are here are likely to have slightly better magical gear.