Whenever Americas maintenance comes i don't know what to do with myself. Henceforth, i will use global play, log on Europe, and play ironman.
This should not be taken as a comprehensive or official set of rules. These are merely the rules i am personally starting with, by reading old ironman rules from various sources, as applied to D3. Mainly what sounds fun to me. I've surely forgotten a few things and will add them in time. As i playtest this i will likely change some when i realize where improvements/corrections can be made. I am also open to suggestions/ideas.
entranced ironman rules:
-no use of auction houses
-no grandfathering gold/items whatsoever. you start with nothing but the white weapon and use only what you find. if your account is shared with non-ironman characters, note your start of session and end of session gold balance to track how much is owned by your current ironman
-stashing is ok (when you are forced to go to town for quest forwarding) but you must pay the gold value* to unlock extra slots/tabs as though each ironman were on a fresh account [14 slots free, 10k per 14 slots thereafter, 100k for tab2, 200k(?) for tab3]
-no use of TP or WP ever, except for quest progression (the current zone and all subzones must be fully cleared first)
-upon entering a level or resuming a checkpoint, the character is locked in. it may not go backwards through the entrance door, it can only leave through the next exit stone/exit door after fully clearing
-no exiting the current game unless at a brand new checkpoint, and the previous area was fully cleared, and the new area is untouched
-only ever quit a session at a checkpoint (as above, previous area fully cleared and next area untouched)
-if disconnected in multiplayer, when rejoining you must not interact in town, go straight to click on a buddy's banner
-full clears of mobs & breakables
-no re-clearing anything anywhere. if possible, this also includes in a new session when a quest returns you to an old area that you already cleared at the time (e.g. Cathedral Garden)
-if known incoming maintenance, prepare to quit far in advance, at a checkpoint (you never know when you'll run into a pack that takes you 30 min to beat). if surprise maintenance, exit immediately
-if the game/server/connection crashes, continue forward from your current checkpoint, but do not reclear any named cleared subzones (e.g. if the same random side-dungeon spawns that you'd already cleared)
-followers are ok but mortal. when each dies, make a note and Dismiss it permanently. you cannot "loot its corpse". you cannot retrain a follower's skills. you can switch between living
followers (when you are forced to go to town for quest forwarding)
-cheat death skills are ok (Spirit Vessel and whatever the monk one is)
-no interaction with vendors aside from forwarding quest progress (no repairs/purchases/sales/healing, in-town nor out in the field). no forwarding quest progress unless the current zone and all sub-zones are clear
These last two are my personal flavor, and are probably not good to use in baseline ironman rules:
-skills variant: once a passive or skill is chosen, you cannot change it to a different one. once a rune is chosen for a skill, you cannot change it to a different rune. you may move skills around on different mouse/keys provided you end up with the exact same set of skill & rune combinations. whatever your starting skill is counts as being locked in, you're stuck with it. the "basic ranged attack" (or equivalent) does not count as a skill, but once you replace it, you cannot go back to it
-artisan gemming/salvaging/crafting is ok (when you are forced to go to town for quest forwarding), but you must pay the gold value* to level artisans up to the level of items you wish to use, as though each ironman were on a fresh account (this may make it non-ironman/too easy, but i want to make use of the blacksmith at least once in my life) [blacksmith, jeweler costs]
* if you've already leveled artisans or purchased tabs on the account: buy a bunch of stuff from vendors, drop it all on the ground and leave it behind (anyone have a better idea?)
Some interesting possible variants i saw elsewhere: "Things like only allowed to use skills from single group/category, no runes, have to use the newest rune, randomly roll the skills you use, only use items from crafting etc..." One i thought of would be to always use the 3 most recently gained passives and 6 most recent skill/skill-rune combinations.
And now off i go with demon hunter IronmanOne! If you add my battletag you can view my progress and i can check you out too.
Edit: didn't take long for me to find a new rule/addition
-town lore books are ok
-no pausing (ESC) the game in single player to regroup. basically if there are mobs around or chasing you, no pausing (aside RL emergencies of course)