I had a bunch that I proposed to my players in response to the complaints I was getting (but never got to implementing them), and was surprised to see how many of them became official rules in 4e. To name a few:
--Ranged flanking, so that you could be an effective Rogue with a ranged weapon. In 4e, you can now use a ranged weapon to flank.
--Doing away with multiclassing (with eight players, half the party had Fighter dips, so I just said screw it, play your real class please). In 4e, there are feats you can take to mimic other class abilities, but you never divide your levels anymore.
--Toning down the complexity of the skill system (I went a lot farther than 4e tho- basically you have all of your class skills and no cross-class skills, to make things easy for character generation.) 4e has less skills with broader applications.
--Getting rid of a lot of the little subsystems like Grappling and Bull Rush (the party wanted AoOs gone, so I responded by taking away all the extra moves that provoked them as well). These are now covered by an overarching rule in 4e.
One thing I never came up with a solution for is how boring the non-combat rules are. Combat was richly detailed, but everything out of combat came down to a single die roll. I like the new rules in 4e for non-combat encounters a lot.
Your Paul rule looks like it's no longer necessary- if someone went away to watch TV, I'd be tempted to throw several noncombat encounters at them and call it a day.



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