The Hand of God. Shadowrun 3rd Edition. Yeah, this is technically an optional rule. It's one of those things I can't imagine playing without. One time in the life of the character, if you're about to die, you blow your karma and your karma pool and fate gets you out of the situation. Notice how I said that: You're not just protected from dying. The GM can't just say something like "I've technically fulfilled the contract: Your character is alive, he's just in jail.". No. The rule states pretty clearly that you somehow get out of the situation. Shadowrun is a fair system, but it's deadly and unforgiving, so it's really nice to have this sitting around.
Damage Stun in Mutants and Masterminds 2nd Edition. Okay, I fucking love this system but it does have some bumps. Well, one bump. One big fucking bump. It's the damage system. Basically, instead of hit points the game has a toughness save: You take someone's damage bonus, add fifteen, and roll. 15+bonus means you're more likely to fail, but that's by design since, well. they DID hit you. Failing by between 1 and 4 gives you a 'hit' that reduces further toughness saves. failing by five or more stuns you. Being stunned means you can't act, lose all of your dodge bonus to defense, and then take a further -2 to defense. Ten or more and you're both staggered and stunned. Fifteen or more and you're unconscious. The system is meant to simulate slowly getting hurt over a period of time, but also support things like a save being unbeatable...or un-failable. Both concepts are a staple of the Superhero genre.
In case you didn't already notice, here's the problem. Crowd Control wins fights. Getting stunned means you're way more likely to take more damage next round. That means getting stunned again, which means taking more damage. This turns the game into a rocket-tag exercise of stacking initiative bonus, power attack and all-out attack to hit first and hit hardest. You can't even take an immunity to this stun because it's not a power effect. Despite the fact that Mutants and Masterminds functions best on a "Gentleman's Agreement" where nobody acts like a dickhead, this is something that either needs solved with a save DC or removed entirely.
Background Skills, Pathfinder. Kait pointed this one out to me one day and I fucking love it. The D20 skill spread isn't that bad, but it's really undeniable that some skills just aren't that useful compared to others. Thinking strictly of your character's effectiveness, would you really choose ranks in craft or appraise over perception, or stealth? No, most of the time that people take skills like this, they're fleshing out their character. So, in comes Background Skills to remove the penalty of that: Everyone gets 2 ranks per level to put into a short list of skills defined as background skills. The full list is over here, but you can imagine what's on it: Appraise, Knowledge(Nobility), Sleight of Hand, Perform, et cetera. I just love shit that removes or mitigates the penalty of adding flavor to your character. Skill points are at a premium, and nobody should have to make that decision between cool stuff and more valuable skills.
Sam's Advanced Rules. Usually when I tell you these horror stories, I'm happy with the outcome. They usually end with the bad situation being done in some way or the person being gone. Well, in this case that's still true, but I can't help but think the situation would have ended differently if I was there. Sam was a pot-addled older guy Dean, Jason and myself played tabletop stuff with. He was weird but fun and no, he never offered us any pot. I never even found out until years later in a "holy shit that makes a lot of sense" way. Even though I think he was just really cheap and stingy with his pot. Anyway, I had to do homework or some other dumb shit so Dean and Jason went over to play some Battletech. It's a dense, rich chess-style game when not paired with Robotech, and I kinda enjoy it. Our mechs had some customized weapons since Sam was fond of that and Dino had an "area of affect" weapon which you don't normally see in Battletech. Usually those are regulated to high-tonnage bombs dropped by Aerotech fighters or (I think) Long Tom cannons. He had a very high target number to hit someone, so he decided to target the square instead of the mech, which was a much lower target number but also meant he'd do way less damage. To Dino, it was more important to just put some damage out there as opposed to gambling on a hit.
Sam didn't like that. He got mad and said he didn't know they were using "Advanced Rules" and demanded to start the encounter over from the beginning. The guys left after that and we never played again. Your only happy end to this is that we made up years later but didn't resume any kind of gaming. This is a pretty sad one for me because I'm certain I could have talked Sam down(I had done it before), but I told you this story as kind of a cautionary tale. Make sure everyone's on the same page with the rules, and if you ever feel outsmarted...let it go. You're the GM, you can always do a harder encounter later. Petulant or angry behavior can lead to a broken group faster than you think.
Attacks of Opportunity. I thought I'd talk a little about the two biggest targets for house rules in my past. Attacks of Opportunity were a huge bear in the early days of 3.0 and for the life of me I can't figure out why. One day I'll crack open that book and really tear through the rules but I'm starting to think I was just surrounded by people who didn't want to think that much about gaming. I can tell you that, at the time, that was certainly true of some people. John would do little to no preparation for gaming and simply throw single large monsters at us, and then bitch about our CR because the man did not understand action economy. The only time we fought multiple foes, it was a punishment for asking, an act so stupid even he regretted it. Anyway, AoOs were a heavy target for removal, which changes the game's tone incredibly. It's not necessarily bad(Mutants and Masterminds removes them at base) but it's a massive change. People act super differently when they don't have to deal with positioning and it's not gonna be as simple as "This is complicated and haaaaard, let's remove it.". It's a deceptively huge and complex part of D20 that, yes, is very easy to understand. I'm sure part of the problem was people being very confident with the wrong information.
Skill synergies. This is the other one, and I'm much less forgiving of their removal. Several people constantly rode that train of calling them confusing and stupid, and always wanted to either remove them or replace them. Yeah, they were hard to look up or reference in 3.0, but 3.5 added a chart. You just have no excuse, there's a fucking chart. Removing them works(PF did) but removes some amount of planning that I liked. It made people want to branch out. As for replacing them? The alt rule usually brought up is SWD20's version where you ask for a synergy bonus and they're given based on the situation. This sounds great on paper and I even liked it at first, but it causes something very...stupid to happen that bogs the game down severely.
"Alright, it's going to be a DC 25 repair check to fix the engine."
"Does my knowledge of technology help?"
"No."
"Does my knowledge of computer use help?"
"No."
"Does my knowledge of appraisal help?"
"No."
"Does my knowledge of piloting star ships help?"
"No."
"..."
That just continues for like an hour every time someone wants to roll a check. It bogs the game down severely just like Call of Cthulhu's growth system and is worse in every way when compared to simply giving the players a little chart. Hell, even just removing them is better.
Karma Pool in SR3. In Shadowrun 3rd edition, metahumans are intended to have a smaller karma pool as an incentive to play a human. It raises by one every 20 karma instead of 10. Being an ork is only five points after all, so unless you're that biased against thick women(you heathen) then almost every build can spare it. At first our local group didn't understand and felt this was too harsh, so we removed it. Fifteen or twenty years later, I'm starting to understand why this is in place. Stat bonuses are pretty important, for both magic users who don't have good sources and for cyber types whose total limits are defined by the racial maximum times 1.5. Trolls, Orks and Dwarves all get bonuses to Body, which literally every build can use. So, I sort of see why they had a limiting factor beyond their mental statistics being lower. For the life of me, though, I can't figure out why elves have the same karma pool limit as trolls, orks and dwarves.
Sam didn't like that. He got mad and said he didn't know they were using "Advanced Rules" and demanded to start the encounter over from the beginning. The guys left after that and we never played again. Your only happy end to this is that we made up years later but didn't resume any kind of gaming. This is a pretty sad one for me because I'm certain I could have talked Sam down(I had done it before), but I told you this story as kind of a cautionary tale. Make sure everyone's on the same page with the rules, and if you ever feel outsmarted...let it go. You're the GM, you can always do a harder encounter later. Petulant or angry behavior can lead to a broken group faster than you think.
Attacks of Opportunity. I thought I'd talk a little about the two biggest targets for house rules in my past. Attacks of Opportunity were a huge bear in the early days of 3.0 and for the life of me I can't figure out why. One day I'll crack open that book and really tear through the rules but I'm starting to think I was just surrounded by people who didn't want to think that much about gaming. I can tell you that, at the time, that was certainly true of some people. John would do little to no preparation for gaming and simply throw single large monsters at us, and then bitch about our CR because the man did not understand action economy. The only time we fought multiple foes, it was a punishment for asking, an act so stupid even he regretted it. Anyway, AoOs were a heavy target for removal, which changes the game's tone incredibly. It's not necessarily bad(Mutants and Masterminds removes them at base) but it's a massive change. People act super differently when they don't have to deal with positioning and it's not gonna be as simple as "This is complicated and haaaaard, let's remove it.". It's a deceptively huge and complex part of D20 that, yes, is very easy to understand. I'm sure part of the problem was people being very confident with the wrong information.
Skill synergies. This is the other one, and I'm much less forgiving of their removal. Several people constantly rode that train of calling them confusing and stupid, and always wanted to either remove them or replace them. Yeah, they were hard to look up or reference in 3.0, but 3.5 added a chart. You just have no excuse, there's a fucking chart. Removing them works(PF did) but removes some amount of planning that I liked. It made people want to branch out. As for replacing them? The alt rule usually brought up is SWD20's version where you ask for a synergy bonus and they're given based on the situation. This sounds great on paper and I even liked it at first, but it causes something very...stupid to happen that bogs the game down severely.
"Alright, it's going to be a DC 25 repair check to fix the engine."
"Does my knowledge of technology help?"
"No."
"Does my knowledge of computer use help?"
"No."
"Does my knowledge of appraisal help?"
"No."
"Does my knowledge of piloting star ships help?"
"No."
"..."
That just continues for like an hour every time someone wants to roll a check. It bogs the game down severely just like Call of Cthulhu's growth system and is worse in every way when compared to simply giving the players a little chart. Hell, even just removing them is better.
Karma Pool in SR3. In Shadowrun 3rd edition, metahumans are intended to have a smaller karma pool as an incentive to play a human. It raises by one every 20 karma instead of 10. Being an ork is only five points after all, so unless you're that biased against thick women(you heathen) then almost every build can spare it. At first our local group didn't understand and felt this was too harsh, so we removed it. Fifteen or twenty years later, I'm starting to understand why this is in place. Stat bonuses are pretty important, for both magic users who don't have good sources and for cyber types whose total limits are defined by the racial maximum times 1.5. Trolls, Orks and Dwarves all get bonuses to Body, which literally every build can use. So, I sort of see why they had a limiting factor beyond their mental statistics being lower. For the life of me, though, I can't figure out why elves have the same karma pool limit as trolls, orks and dwarves.