Eventually, I'll be adding some more setting information, and finishing the player characters' descriptions. I'll also be doing some updating of that nature on the Weebsite for the campaign.
Here's a brief, incomplete list of some of the changes I've made from the core rules:
- Method I (3d6 in order) is used to generate ability scores for NPCs and for deliberately "ordinary" characters. Method V (4d6 drop low, arrange as desired) is used for PCs. This means that it's difficult to qualify for classes like the paladin or bard, but not impossible.
- Gnomes are out as a core race. The only significant mechanical difference that distinguishes gnomes from dwarves and halflings is their ability to be illusionists. I simply make the Tallfellow subrace of halflings able to be illusionists (even multi-classed); no need for gnomes. The rules are still in the PHB, so if someone desperately wants to play a gnome, I won't stop them, but I won't bend over backwards to include gnome-centric character options.
- Humans cannot be mages; only elves and half-elves can, and even there it's on a case-by-case basis. The setting rationale is that humans lack the innate connection to magic that those of elven descent share; the mechanical reason is that I want magic to be slightly less commonplace, and I want to encourage people to play as specialists.
- Assassins and monks, as they are implemented in Greyhawk: The Scarlet Brotherhood, are here, but only on a case-by-case basis; assassins are all evil, while monks may not mesh well with the setting in all cases. I'm considering putting the necromancer class into this category as well.
(Side note: I don't recommend buying the PDF in that link until they clean up the PDF a little bit; it's a pretty rough scan. Some people have also said that it's missing the maps, too.)
- Alignment is there as a guideline for character behavior, not as some kind of cosmic force.
- Weapon proficiencies and NWPs are out; weapon specialization (for fighters) and secondary skills are used.