Celebrim
Legend
As others have noted it depends on the system.
I have my own Chargen for CoC, documented here: [PEACH] House Rules for Call of Cthulhu (roughly 5e, 1920's setting)
For Star Wars WEG D6, I likewise have my own rules for races, most notably that Human characters can after CharGen pick six skills that they put no skill points into and add one pip to each of those six skills. As with almost every game I play, I have extensive house rules though. In Star Wars they cover such things hyperspace navigation and travel times, ship maintenance and fuel costs, exposure to vacuum, revised costs of equipment and more standardized rules on weapons and armor, revised rules on shield usage, standardized blast radiuses when using higher scale weapons against lower scale targets, revised cybernetics, revised power armor, narcotics, employment of sensors to detect other ships, called shots, use of tractor beams and combat with or between capital ships. So there is no "go to rule", but just lots of rules for covering what the rules handwave away - typically things that the system designer either didn't fit with how the game should be played or else didn't think important and so didn't play test.
For 3e D&D I think my go to house rule would be spell level and monster HD do not add to the DC of a saving through, followed closely thereafter by "There are no Prestige Classes". But again, I have at least 700 pages of house rules at this point, covering almost everything in the game that I would feel isn't covered well by the core rules because the core rules didn't consider it core to the play loop they imagined, or else didn't get the balance and the math right.
For 1e AD&D I'm actually in the process of developing house rules, as some recent threads demonstrate. And as usual, they are proving to be not so much house rules as a completely editorial revision.
I have my own Chargen for CoC, documented here: [PEACH] House Rules for Call of Cthulhu (roughly 5e, 1920's setting)
For Star Wars WEG D6, I likewise have my own rules for races, most notably that Human characters can after CharGen pick six skills that they put no skill points into and add one pip to each of those six skills. As with almost every game I play, I have extensive house rules though. In Star Wars they cover such things hyperspace navigation and travel times, ship maintenance and fuel costs, exposure to vacuum, revised costs of equipment and more standardized rules on weapons and armor, revised rules on shield usage, standardized blast radiuses when using higher scale weapons against lower scale targets, revised cybernetics, revised power armor, narcotics, employment of sensors to detect other ships, called shots, use of tractor beams and combat with or between capital ships. So there is no "go to rule", but just lots of rules for covering what the rules handwave away - typically things that the system designer either didn't fit with how the game should be played or else didn't think important and so didn't play test.
For 3e D&D I think my go to house rule would be spell level and monster HD do not add to the DC of a saving through, followed closely thereafter by "There are no Prestige Classes". But again, I have at least 700 pages of house rules at this point, covering almost everything in the game that I would feel isn't covered well by the core rules because the core rules didn't consider it core to the play loop they imagined, or else didn't get the balance and the math right.
For 1e AD&D I'm actually in the process of developing house rules, as some recent threads demonstrate. And as usual, they are proving to be not so much house rules as a completely editorial revision.








