I'm getting ready to demo this in my local gaming store. I have read through a handful of forum posts and the comments on Joe's page about hacking the rules for campaign. I would love the feedback of some of you that have been playing some of these rules or anything that you see as silly.
1. XP
10 per spell (maybe +10xp for casting each new school per game?)
10 per kill, including monsters, no matter who killed it in your band (bonus for big bad guys? Skeletons < Frost giants)
50 per treasure
Possible underdog bonus, like a +1.5X for 5+lvl differences
2. Merchants
The main way that the merchants get things for our beleaguered wizards to purchase is from said wizards. The market will start out with a small pool of magic items and grimoires. More will be added per game session period (whatever that means...), plus anything sold by other characters. This is to represent how rare the magic is supposed to be and how desperate these arcane addicts are. Hopefully this will even out how crazy it can be once the high level guys just start shopping at Spellmart. PLUS, you might slow down on the times you do Write Grimoire or scroll, since the other nerds will benefit possibly. I'm still trying to figure out how to determine which spell would be written for scrolls and grimoire, to prevent a clever Trevor from just spamming the market with imp or mud....
3. Alternating soldier phase
I just like it a lot better. Feels right
4. Optional rules
Random monsters, Crits, wounds
So? What do you think? The market will be an extra bit of lifting on my part, but I'll probably just set it up on "The FaceBook", like the kids use.