This contents page includes both official rules (linking to an online compilation of the System Reference Document or SRD) and my experimental rules, so it can function as a single listing for the rules to use in playtest.
The text indicates, for each area of the rules, whether to use the official rules or my experimental rules, and provides a link to each. In some cases, particularly to do with magic and the supernatural, it also indicates that certain parts of the rules will not be used in initial playtesting and the things governed by those rules will not feature in the game, using the abbreviation NYIP for Not Yet In Play.
Modifier types: experimental rules elsewhere, and limits on what is in play initially, necessitate some changes to this list - revised version here
Abilities: there are no fundamental rule changes here but a new section reflecting the shift to ability modifiers only and other consequential changes is here. Note that spellcasters are NYIP – at least they are not available as PCs in the early playtesting - and so spellcasting-related uses of ability modifiers are likewise NYIP.
Favoured class: we will not be using experience points to determine level advancement in playtest, so this rule is redundant (as it goes, I would not use it anyway)
Race and languages: NYIP – we will not bother with different languages initially, and will assume PCs can read and write
Small characters: more comprehensive size rules appear elsewhere in the SRD so I don't think we need this section
Humans: new rules here and here cover base speed among many other things. Feats and skill points for all races are by level - humans have no special bonus. As above, languages are NYIP and favoured class does not apply.
Dwarves, Elves, Gnomes, Half-elves, Half-orcs, Halflings: NYIP – initially all PCs will be normal humans and rules for fantastical races will be for GM use only, as with monsters
Alignment: you can certainly have a moral outlook as a matter of roleplaying, but Law, Chaos, Good and Evil as supernatural forces are NYIP
Vital statistics: not applicable: we won't worry about age for now; height and weight are covered in the human body rules here.
Classes
(online SRD page – http://www.d20srd.org/indexes/classes.htm)
Again this section of the SRD is nearly all superseded by experimental variants. As an experiment I am reducing the core and NPC classes to two (plus I think two or more spellcaster classes not yet in play).
Expert: yes, the one that is a rubbishy NPC class in the official rules; now upgraded for PC use – new rules here
Barbarian, Rogue, to some extent Ranger: classes deleted but build with Fighter/Expert and see new feats
Monk: supernatural powers NYIP, though possible to build an unarmed-combat-warrior (see new feats again)
Prestige classes: NYIP
Adept/Aristocrat/Commoner/Warrior: I'm testing the principle that, level for level, all classes should be equivalent. Therefore, as weaker versions of existing classes or class combos, the NPC classes (other than my beefed-up Expert)are not appropriate.
Multiclass characters: I don't have any fundamental changes to this (indeed I think it may be the best page of rules in any edition), but there are a few consequential changes here.
Skill descriptions: as SRD, EXCEPT some consequential changes (detailed here) to a few skills (Healing and Knowledge getting hte biggest changes). Speak Language, Spellcraft and Use Magic Device NYIP.
Types of feats: see new class feat list and note that item creation and metamagic are NYIP
Feat descriptions: individual feats are as SRD except for amendments consequential on other experimental rules (list here). There are also a number of new feats here (mainly class features orphaned by the abolition of the classes they officially belong to).
Wealth And Money (online SRD section http://www.d20srd.org/srd/equipment/wealthAndMoney.htm): no experimental rules as such, though I'd regard the whole topic as within the GM's role of setting design and campaign handling, rather than part of the rulebook.
Kit Points To help balance equipment, I as DM am going to give each PC a Kit Points budget. It isn't really a rule as such so I've got no page about it, but the tables in this section give Kit Point prices for armor, weapons and some other equipment.
Armor (online SRD section http://www.d20srd.org/srd/equipment/armor.htm): One main experimental rule – armour as damage reduction, not involved in the attack roll. Details, with notes about spell failure NYIP etc. here.
Goods And Services (online SRD section http://www.d20srd.org/srd/equipment/goodsAndServices.htm): I've tweaked a few things slightly. Note also that several things are NYIP including all Special Substances and Items, alchemist's lab, holy/unholy symbol (at least its special functions), spell component pouch, spellbook, spellcasting services. See amended equipment tables and notes here
Combat Statistics (online SRD section http://www.d20srd.org/srd/combat/combatStatistics.htm): a number of changes, including Evasion (and armour as damage reduction) replacing AC and Reflex save – revised text, retitled Combat Basics here.
Actions In Combat: as SRD except spellcasting, magic items, and spell-like and supernatural abilities are NYIP. Also a few small changes such as Evasion not AC, so I will get round to a revised text at some point. For now, if this SRD text contradicts anything of mine, please follow my variant.
Injury and Death (online SRD index http://www.d20srd.org/indexes/combat.htm): big experiment here - to split hit points into body points and resilience points, which requires a major rewrite of this section – here
Movement, Position, and Distance: as SRD but disregard the Bonuses to Speed section, and the Tactical Speed table. And in the Big and Little Creatures section, read Evasion instead of AC.
Combat Modifiers: as SRD except: read Evasion for AC and for Reflex save; coup de grace ignores damage reduction from armour; ignore the bit at the end about how you get weapon, shield and armour proficiency - refer to my experimental rules on the Fighter class and feats.
Special Attacks: as SRD except: read Evasion for AC; turning undead NYIP
Carrying Capacity: several small amendments consequential on changes to AC etc. and a primary change to the carrying capacity by Strength rules to fit with the experimental rules connecting size with Strength – rewritten section here
Exploration: as SRD except for AC read Evasion and the usual magical things are NYIP.
Magic Overview
NYIP
Monsters
As with races, monsters need to be completely re-engineered as a result of these experimental rules. I want to keep the new monsters 'behind the screen' for GM eyes only. Therefore please disregard the official SRD rules, and resign yourself to not knowing the stats or construction rules for monsters during playtest. Players will need to know some types and subtypes for purposes such as the favoured enemy feat. There is a restricted set of types and subtypes in play initially - details here.
Surroundings, Weather & Environment
(online SRD index http://www.d20srd.org/indexes/wildernessWeatherEnvironment.htm)
I regard all this as within the GM's remit of designing settings and adventures so, although I haven't written myself any non-SRD material yet, I reserve the right to change stuff behind the screen without notice.
Traps
(online SRD index http://www.d20srd.org/indexes/traps.htm)
Rather as with monsters and the environment, this is behind the screen. I'll be placing a few nonmagical traps in initial playtesting, and I'll base them on those in the SRD but will probably have to make some changes consequential on experimental rules.
Treasure
As I'm losing the SRD's classification of monsters by CR as a result of all the changes, I'll have to place treasure on a case-by-case basis initially. For playtest, I will have a separate consultation with players about how we handle treasure.