Houserules are found throughout the site, usually in a small font italic note labeled "Campaign Rules". I'll try to compile these here (just using cut and paste) but it may end up being out of date from time to time.
The rules below do not include the added "input" to rules by Dispel Confusion or Sage Advice or similar. I include those inline with the text from the rulebooks to help adjudicate around conflicts or vague wording (it is normally obvious where I include such text what the ruling will be be). In some cases, I'll include the text but then will add a Campaign Rule that overrides.
See Character Creation above.
See Magic-user.
As per rules under Gaining Levels, experience points are given for coin, gems, and jewelry (1 gp = 1 xp). Magic items kept by a PC/NPC grant the XP value to that character. Exception: One-time curing items grant XP divided among the party. Magic items, Valuables, and Mundane Gear sold grant the final sale price in gp as xp to the party.
The table below lists the various TYPICAL fees and taxes for treasure found and liberated. In the Campaign world, there are two regional exchanges: Grimaldi & Drake (in just about every settlement of town-size or larger) and the Church of Zilchus temples located in Greyhawk, Kalstrand, Nulbish, Zelradton, Thornward, Dyvers, Chendl, Willip, Hookhill, Irongate, Niole Dra, Gradsul, Rel Mord, Oldred, Scant, Schwartzenbruin, Istivin, Radigast City, Veluna City, and Verbobonc. All major cities also have local exchanges/banks governed-backed by the local ruler/government. An exchange will give a writ (letter of credit) for funds deposited and the "float" will cover the taxes/fees if held for at least one month (this can be less if new money is being deposited within that span).
Gems and Jewelry is treated as cash for goods and services except in the case of expensive (over 1,000 gp) goods/items where it must be used as coin or collateral. Magic Items, Valuables, and Unused Gear will have a an immediate sale discount unless the broker is given a wait time of at least 4 weeks (2 weeks in a major trade city). Used mundane gear is typically a straight 50% discount which covers all other fees, but some rough items will be worth "scrap" (value equals 10-20%). eg. Most items possessed by humanoids such as goblins or orcs including weapons and armor.
Loans are normally available at an interest rate of 5% per week (APR 260%). A cleric of Zilchus can secure loans at an interest rate of 10% per month. A landed noble in good standing borrowing from their ruler can secure a loan with an interest rate of 1% per week (APR 52%).
An unsecured loan to a reputable member of the community is available beginning at 2nd level at an amount of 1,000 gp per experience level (or hit dice in the case of multi-class characters). A cosigner can double this if they possess the appropriate collateral (or can help one get a loan if not yet "reputable").
One can also get a loan using collateral - if the collateral used to secure the loan is considered to be retrievable upon default. Thus, property (80%) can be used or transport (50%) or magic items/valuables (25%) but only if these are held at an exchange that honors the writ of pledge.
In these rules, all Magic Resistance is expressed in a % which has been pre-adjusted for 11th level casting (ie. +55%) - the chance is adjusted downward for every level of the caster.
In these rules, all Surprise is expressed in a % including a creature's chance to Surprise Others.
ie. A surprise result of over 1 segment of surprise is referred to as “Complete Surprise”.These charts/tables may assist in understanding the general flow. (Like everything else, this is largely automated in game)
A missile weapon with a fire rate greater than 1 will produce all attacks on the wielder's turn in combat. A high level fighter can choose to divide attacks as if these were iterative attacks including gaining the initiative benefits for the "multi-attack" ability (for clairity, this does not mean the fighter gets additional iterative attacks, just that they can treat the fire rate as such if greater than 1).
Spell commencement begins when the round begins (ie. on segment 1). While casting a spell, the spell caster is immobile (motionless). Scrolls are treated as spells (with the scroll being the material component) but, if interrupted, the scroll is not consumed. Using abilities or items do not make the individual immobile/motionless.
Movement from one place to another is typically a major action (all you can do during the round) unless you are charging to attack. Missile fire is granted to declared missile actions if anyone is charging (missile fire occurs first).
Swim speed is equal to land movement speed for those that can swim. Most adventurers will sink given their equipment and can move at half speed once "on the ground" assuming some debris (the GM will adjust for deep silt or other obstructions or blindness due to swirling muck or lack of light).
Creatures without a swim speed are delayed.
We use rules included from Deities & Demigods.