@ChaskaTheMagicDog Nothing is a house rule (or everything is a house rule), if you yourself, write the rules.
But... back when we played pf1e, we changed how enchantment worked, and lumped wands, rods, and staves together. It was silly how you needed 3 different feats for 3 different lengths of stave. If you met the requirements, and had the feat, you could do it.
@ChaskaTheMagicDog recently me and my players had a big discussion about random hit point gain. We could think of a few reasons why set increases would be better but after much discussion couldn't come up with a good counter argument for continuing to roll for HP. So now HP increases are all fixed.
Not the biggest change maybe but the first which comes to mind.
@ChaskaTheMagicDog Last time I ran a 5e game, the house rule I added is that if you're proficient in a skill, and there's no particular restriction against using a skill over and over again (such as a trap that might go off or trying to unlock a door before a monster gets to you) then your passive score is an effective floor to your check - basically "taking 10". You can still roll in case your passive score isn't enough, but you'll never do worse than 10 on a skill you're trained in.
@ChaskaTheMagicDog Life Points for both players and NPCs in #dungeonsanddragons (first decades AD&D 2nd, this decade #DnD5e). While Hit Points get ridicilously high after a while, full LP = full CON, so LP rise only if CON does. Crits to PCs and NPCs do their damage to LP, not HP. No matter how experienced or strong you are - beheading will still kill you, as much as for most people a dagger through heart/brain. Plus: while HP regenerate/heal RAW, LP regenerate with rest without magic 1/week.
@ChaskaTheMagicDog my only house rule is for inspiration and hero points. I found myself and my groups always forgot about them and I disliked having to arbitrarily hand them out.
I took a cue from #pbta games and when someone rolls a one on a d20 they learn from failure and get a hero point.
@ChaskaTheMagicDog changing from ties go to the defender to ties go in favor of the player, effectively giving the players a half point boost to their attack or armor.
@ChaskaTheMagicDog falling unconscious gives a level of exhaustion. It prevents the “bounce someone up and down healing”
@ChaskaTheMagicDog When a PC gets hit, the player rolls their own damage, not me. Then it isn't my fault if they max out the damage they take. Whatevs, you borked yourself.
@marctic hahahahahaha
@ChaskaTheMagicDog Most of my experience with house rules came from inheriting a multi-game-line #WorldOfDarkness MU*. "These game lines weren't designed to interact!" "Hold my beer."
https://cityofhopemush.net/index.php/House_Rules
Some just reiterate canon stuff that's scattered around, some clarify edge cases. Some provide standard answers to "ST picks something in this range", to reduce complaints of inconsistency over the rough equivalent of several semi-overlapping troupes. Others impose a cap of "even if canon doesn't explicitly impose a cap, you can only do/have this much, otherwise your PC would have no life and/or the ST would be unduly swamped processing your stuff". Or "yes you can have a daily routine, no it can't involve spending 5 Willpower per day when a good night's sleep only lets you regain 1".
@ChaskaTheMagicDog Some of these I wrote/updated on my own when someone asked about them. Sometimes I would solicit player input first, if I expected some controversy. Some just codified already-emergent practice, like a positive version of the Texas sharpshooter fallacy.
Policies on OOC player behavior evolved much the same way. How does direct PVP work, from random griefing to "you brought this on yourself", and what indirect forms aren't included? How are "I don't want this PC RPing with mine" requests handled? What forms of rudeness are just "look this is rude and you aren't doing yourself any favors", and what will actually get you shown the door?
In both cases, one design goal is that a lot of little things don't get formally escalated to a ST, because it's already clear up front which way they would go if they were.
@ChaskaTheMagicDog Maybe the most interesting general-purpose thing is the "hand waving" policy (for low-grade stuff like a fistfight, players can OOC agree to skip/simplify dice and just narrate cinematically) and its limits (doesn't work for shooting the mayor or giving yourself an Infinity Plus One Sword, those must go through staff), versus what I've dubbed the Make Shit Up culture (people trying to RP stuff that would be fine on its own but doesn't remotely fit the established context, which in most cases needs to stay established so that we don't have to reinvent wheels or disrupt the continuity of established PCs).
@ChaskaTheMagicDog I have enough D&D 3.5 house rules that I suspect I might do well just to make my own derivative. I like some PF1 changes, dislike others, find midway points for others still. I use some popular house rules like more skill points and ignoring multiclassing penalties. I tweak a lot of classes, feats, and spells. Some feats are normal combat options. You make *better* multiattacks with high levels, not just more.