I have a few house rules you may want to know about up front. I try to play by the rules as written as much as possible, but there are exceptions.
Modified Chase Rules
Hit points at new level: roll your hit die two times and take the better roll. If the hit points gained at an earlier level is below half the maximum, each new level you can reroll one of those lower level results and keep the new result if higher than the former result. For example, if your hit die was a d6, you could re-roll results of 1 or 2. If you hit die was a d8, you could re-roll results of 1, 2, or 3. etc.
Touch attacks: apply the better modifier of strength and dexterity to melee touch attacks.
Sling damage: sling damage and range is the same as a longbow for medium size and as a short bow for small size creatures. This is based on scientific research into the effectiveness of slings in ancient battles published in Scientific American.
Drawing non-weapon items: Rules for drawing potions, scrolls, wands, and other magic items which must be held in hand to use are the same as rules for drawing weapons, as long as the item is kept in a pocket, pouch, or other easy to get to container or location on the body (not inside a backpack). Drawing these items is a move action if the character’s BAB is 0. Once the BAB reaches +1, the character can draw the item as part of a move action. Drawing these items does not provoke an AOO, although using the item might.
Cautious movement to avoid AOOs:
Characters with Combat Reflexes have the following option during movement: At any time during movement, a character can move five feet and expend half his/her normal movement allowance (round up) to avoid an attack of opportunity. This implies the character chooses to move out of the threatened square at an opportune moment when the enemy cannot make the AOO. No other action (such as drawing a weapon) may be done during this move action.
Characters without Combat Reflexes may avoid an AOO by spending 100% of their movement (for a normal move action) to move 5 feet out of a threatened square. If the threatened square is the square the character starts in, it's just the same as a five foot step. But if the threatened square is at a later point, the cautious move can avoid the AOO by using up the normal movement for a move action. Example: Joshu has a movement of 30' and no combat reflexes. He begins a move action but at 10 feet, he moves into a threatened square. By expending 30' he can move out of the threatened square without provoking an AOO. This the point where he moves to 15 feet from his starting point, he has expended 40 feet of movement and has 20 feet left in a double move action.
Both the above rules can only be used when the terrain is normal. If either the threatened square or the square the character is moving into is difficult terrain, the option is not available.
Cautious Movement replaces the Withdraw action.
Light/dark rules are complicated and impossible to interpret. When light spells and dark spells are used in the same location, the GM will make on the spot rulings about the light levels.
The charge action only requires that the last ten feet of movement be in a straight line and over non-difficult terrain. More details will be given when the situation demands.
Hero points will be given at a rate on one per level up until the character attains mythic status. After that, the mythic abilities should eliminate the need for hero points.
Mythic Rules: I have heard that the mythic system has issues of balance, so I reserve the right to house rule any overpowering choices that may surface as players begin to get mythic abilities, feats, and spells. I have some options in mind, suggested by another GM who is running a WOTR PBP campaign, so I’ll keep an eye on that list of possibilities.