Homebrew Rulings
Limited High Magic
In Arda, mortals rarely dabble in the magics. Magic always has a cost and very few can bare the cost of casting even the most rudimentary of spells, without somebody taking the cost for themselves. With this in mind, players are actively discouraged from either being wizards or sorcerers. Warlocks, paladins, clerics, and other casters are not discouraged, as they have a patron or deity that will bare the cost of magic.
Mortal Soldiers
Class abilities* regenerate like normally described in the players handbook and other traditional media - health regeneration is slightly tweaked though. Health regenerates in three types of rests micro, short, and long.
A micro rest takes 30 minutes (in vanilla, a short rest) and players may spend 1 hit die.
A short rest takes 8 hours (in vanilla, a long rest) and players may regenerate their normal amount of hit die, and also gain 1 hit die back.
A long rest takes a week, and players regenerate their full HP, all spent hit die, and heal most injuries; all spells regenerate.
*Spellcasters can gain spell levels by substituting a hit die to regenerate a spell levels
Critical Confirmations
Martial classes, when they score a critical hit in combat, can chose to roll to confirm their critical on the table below.
Fast potions
Potions and plosions can be consumed as a bonus action, once per turn.
Feeding a potion to another person consumes the full action
A user can drink a potion as a full action to regain full hit points from the potion without rolling.
Crafting
The world of Arda features a robust crafting system - if the player character has the proficiencies for it. Whether it be harvesting monster parts or scribbling in spell scrolls, we have you covered. Speak with the DM, and they will pass along all relevant information to your class
Banned and altered spells
The wish spell does not exist in such a way that a PC can learn it
Tensor's Transformation Does not exist in such a way that a PC can learn it
Remove curse is no longer able to remove every curse, it is based off of level of the curse cast, much like counter spell. A sufficiently powerful curse, such as one bestowed by a demon cannot be broken by the spell, and it merely acts a catalyst
Mortal Souls
Battle Not With Monsters, Lest Ye Become A Monster, And If You Gaze Into The Abyss, The Abyss Gazes Also Into You.
Death does not work the same way in Arda as it does in vanilla DnD - once a soul has passed into the unknown of the afterlife, no force of man or nature can bring it back. A soul can be intercepted though, or prevented from passing on for a limited time.