If your playgroup likes extra little tactical nuggets, your GM can allow you to try out some of these optional variants to add some more spice to your game. You can always try out a rule for 1 session before committing to it.
Variant Rules
Core Rules v2 p. 54
Related Rules
241-2-1Adventuring / Movement, Range & Space
Abstracted DistancesAdventuring / Movement, Range & Space
Blaze of GloryFundamentals / Health
Boon & Bane ActionsCombat / Actions
Can’t Cut CornersAdventuring / Movement, Range & Space
Complex CharactersCharacters & Equipment / Creating & Advancing a Hero
Critical HealingFundamentals / Health
Custom Weapon DiceCharacters & Equipment / Weapons
Deflect!Characters & Equipment / Equipment & Currency
Diagonals NOT AdjacentAdventuring / Movement, Range & Space
Different Key StatsFundamentals / Stats, Skills & Checks
Dramatic LevelingCharacters & Equipment / Creating & Advancing a Hero
Fast RestingAdventuring / Rest & Recovery
GridlessAdventuring / Movement, Range & Space
I HAD the High GroundAdventuring / Movement, Range & Space
InspirationFundamentals / Stats, Skills & Checks
Level 0 FunnelsCharacters & Equipment / Creating & Advancing a Hero
Mighty HealingFundamentals / Health
MulticlassingCharacters & Equipment / Creating & Advancing a Hero
Playing DeadReference / Indexes
RetreatAdventuring / Movement, Range & Space
Simpler CharactersCharacters & Equipment / Creating & Advancing a Hero
Sucker PunchReference / Indexes
Thrown PotionsCharacters & Equipment / Equipment & Currency