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Looking for the best Home-Brewed Rules

Hey, Twisted Euphoria here. I'm asking around for the best, or just makes the game slightly that much better homebrew rules. Slight modifications that improve the flow of the game, anything of the sort. So, what are some that you have embraced?
Is this a game you are GMing? if so which system?
Pathfinder
<a href="http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)" rel="nofollow">http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)</a> E6, you can google E6 pathfinder for some talks about adapting it to that rules set. Basically it stops 3.5/Pathfinder at the sweet spot, where the math works best, where fighters get a second attack, wizards and sorcerers get access to 3rd level magic, HP stay reasonably low, etc...You never gain levels after 6th but keep getting feats and a few other things.
1398402142
Gid
Roll20 Team
This thread is off-topic for our site. We only permit discussion that is specific to Roll20 (which you can read about in our Code of Conduct ). Since this is a general RPG question, you'd be better served posting it on a general RPG site, like reddit.com/r/rpg.