House rules
Blaine The rules I actually run, in my words
Every table bends the rules a little. These are the ones I use, with credit where I borrowed them. Steal any of them for your own game.
The Three Friends rule
Any system. I've used it in Pathfinder and Cyberpunk.
Every character has three friends they can call on over the course of a campaign. When you're stuck, or you need help with something you can't do yourself, you can call one in.
Say who you're going to see, how you know them, and one interesting thing about how you left it. Something like: “I'm going to go ask Vex. We ran with the same crew back in the day. Hope she isn't still mad about that poker game.”
Then I play the friend. They might help for free. They might want something in return. Either way, the player just added a person to the world, and I have a new thread to pull.
It brings backstories into the game without a session of homework, and it gives a stuck table a way forward that comes from the characters, not from me.
Rolling with emphasis, with a coin
Any system with critical successes and failures. · Brennan Lee Mulligan's rule from Dimension 20
The original: when a player tries something wild, or the story would be better for it, they roll two d20s and take whichever die is furthest from 10. You almost never get a middling result.
I usually flip a coin instead. The player calls heads or tails. If it lands on their call, it's a critical success. If it doesn't, it's a critical fail.
Either way, it's going to be epic. Epically good or epically bad, we'll see.
The Perkins crit
Any game where crits roll extra damage dice. · Often credited to Chris Perkins
On a critical hit, you take the maximum on your weapon's damage dice, then add your normal damage roll and modifiers on top.
A crit should feel like a crit. This way nobody rolls a pair of 1s on the biggest hit of the night.
A reroll that can't cost you
Pathfinder, and any game where you spend a point to reroll a die.
In Pathfinder, you can spend a Hero Point to reroll a check, and you have to take the second result even if it's worse.
At my table, if the reroll comes up lower than your first roll, you keep your first roll and you keep the Hero Point. Spending a point to try again shouldn't feel like a trap.