The Dungeon Master's Guide lists numerous variant rules. The ones used in the campaign are listed here. Slight changes to the variants are listed in italics.
None yet.
None yet.
Karma Roll
In the RttToEE campaign, almost all rolls are done out in the open. The theory is that this makes the player's feel a little more like the outcome is up to them, instead of the whim of the DM. However, the down side is that when luck favors the DM, he can't help his player's out. Here comes the Karma roll to save the day.
I actually got based idea off of the one from the Blurred Vision campaign. The basic idea is that each player gets one karma roll per session. This karma roll can be used to reroll any roll a character makes. Or, it can be used to force the DM to reroll. A roll can be a single die (d20) or a grouping of dice (10d6). Once it used, it is gone for the rest of the session. Lastly, karma rolls do not carry over to the next session, so you can't save them up. With one exception.
At the end of every session, a secret vote is taken. Each player votes for the best roleplayer of the session (you can't vote for yourself). The player who gets the most votes gets an extra Karma point which can be saved over sessions. It can also be used for re-rolling hit points.
Here are ideas and suggestions for new rules as put forth by the players.