The rules are 5.2, though the rules have not realy changed much from earlier versions. Rules from Palladins will likewise be usable. However there are a few rules that makes little or no sense, and this is where house rules come into play.
Weapon breakage
Having weapons break alle the time, or just dropping them, is too unhistorical. Thus we will use a set of rules from the Cypher system.
Advantage/Disadvantage
Sometimes you get that +5 modifier and it feels like insta-win. In opposed rolls it can get even worse. The rules are from “the Sorcerer’s Scroll”
Shield/helmet variable armour
Just to keep shields and helmets interesting.
Tied Criticals
More like a clarification.