I posted something like this originally in the Ask a Simple question thread and got a response, but I was hoping for more...
I'm starting a new world/campaign as the DM with a new, but hopefully cool, group. I'd like to give the game every chance for success that I can. Could you recommend resources (e.g. links, magazine articles, etc.) that address good "house rules" in light of broken, unbalanced, ill-advised, irksome, or simply "unfun" aspects of the game . . . or perhaps resources that identify broken, unbalanced, ill-advised, irksome, or simply "unfun" aspects of the game so I can make good "house rules"? I do know that the house rules will often have to be responsive to the players, but I am looking for some guidance on the areas that are likely to creat problems. For instance, shapechange and gate are spells that can cause problems; planar shepherd is a class that is too unbalanced; etc. I imagine that there have been posts discussing the set of troublesome rules/aspects that would help me prepare. I'd appreciate any number of suggestions.
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