Twilight of the Gods
Here is a list of house rules that will be in effect for Twilight of the Gods, including any listed above.
Wyrd, an expanded version of 5E’s inspiration mechanic.
The players can roll all the dice if they want (all players need to agree). What this means is that a character’s AC is reduced by 10 and then you add a d20 roll to it, and an NPC’s attack has 10 added to it and is treated as a target number. NPC and monster attacks will deal average damage rather than rolled damage. This is also a way to keep players engaged when it is not their turn, but isn’t necessary.
Let It Ride. This is a rule from Burning Wheel that I use in every game. You roll once for a given task, and deal with the consequences. Players cannot ask the DM for lots of re-rolls, and the DM cannot demand roll after roll until you fail.
Wisdom (Medicine) doesn’t suck. As written, Medicine just isn’t a very useful proficiency for Wisdom in 5E. As an upgrade, characters who are proficient can roll Wisdom (Medicine) versus a DC of 15 to provide battlefield first aid. On a success, their patient can roll a hit doe to recover hit points. This is useful when you don’t have time for a short rest, if nothing else, and takes about a minute.
Prices for heavy armor (and breastplates and other armor that requires large pieces of shaped metal) in the PHB are doubled. Heavy armor is almost unheard-of in the north, and is only available from some master dvergar crafters. This game has more of a dark ages feel, and the only heavy armor in the dark ages would be a Roman-style breastplate, but there are more options because this is still Dungeons and Dragons, not history. They’re just more expensive.