Each character can carry a number of items (“THINGS”) equal to his Strength Score. If he carries more THINGS than this, he suffers a -1 penalty to all rolls and -5 feet to movement for each additional THING. A sack of 1000 coins (about 10 pounds) counts as a THING.
In order to encourage the use of multiple characters during the campaign, let us say that if a character is wounded below 1 hit point during a session, then he must sit out the following session and one of the player’s other characters must be used. This mandatory rest session happens even if the character gets back on his feet and continues to act during the session where he was injured. It can be put off for a session if there is a legitimate story reason for him to keep going (the quest is in progress and we stopped in the middle of the action etc.).
We should come up for reasons for people to sail ‘back home”, off map. It should take a minimum of 1d6+6 days to get home (with the d6 being able to “Ace”), and with perhaps sailing during the Winter being impossible. Perhaps one would need to do this to recruit farmers or craftsmen for one’s lands, to trade a magic item for a different one, or stuff like that. One would have to spend time in the home country, and then have to sail back of course.
I’m kind of against using multi-classing. There seems to be enough options for characters with multiple powers to make it unnecessary for story purposes, it just seems to be twink-tastic to me.