NotJim said: Getting back into GMing after taking a long break, had to focus on career, regardless I deleted my old house rules and am looking to see what other GMs do before chopping up the game again. Depending on the group and game setting I use some or all of the following options. My default is I prefer Big Darn Heroes so I tend to power-up. Set standards from the start but also allow some wiggle room. I'll make clear what kind of campaign, cooperative vs. there can be only one, how dark/light, how dangerous, how lethal, how much puzzles/riddles, skill-heavy vs. murder hobo, etc. And I add, 'we'll make adjustments if need be.' I allow free complete re-builds if a player wants to go with something else. And they just show up, none of this 'wait out a session until I find a way to fit you in.' Come-on it's Palladium/Rifts. Have a rift open and voila! And RL makes it hard enough to make a game session only to find you're sitting it out. Most other races utterly crush puny hoomans. I used to use a point buy but folks preferred rolling dice. So t o give humans a needed leg up. I use the 4d6k3r<1 (4 dice keep 3 highest, no 1's). Also grant an automatic max stat (24) and a mercy re-roll on one stat. This also applies if it is a race with buggered stats or extreme disadvantages. I also use the 'what to do when you still have a crappy stat' rules. Other races roll normally but do get to re-arrange if same dice were used and also get a single re-roll on a single stat. Everyone gets 3 sets of rolls as well. Max all variables at start when regarding boosts. (+3d6% on a skill would be 18%). Max SDC/hits/characteristic/money including boosts from OCC/race/etc. Always assume chance of getting the better stuff succeeds. Max PPE. After level 1 PPE has to be at least half of die +1. i.e. 2d6 has to be at least 3+1=4 and 3+1=4 = 8. Same for SDC/hits after level 1 also. To prevent splatflation sometimes I limit to Core book +X splatbooks. Of course this doesn't apply to classes whose information is scattered among other books (you know all those references to see WorldBook #X for details on this class ability, spell, etc.) Simplify skills. Rather than try to figure out 'what skill to use' in every situation, I just figure close enough or if is seems reasonable. Also good roleplay gives a huge boost or can even negate the need for a skill check. Or if the character background is "this is what he is the absolute best at." most checks won't need a roll or just assume it takes more time before character succeeds. Streamline combat. Instead of rolling 5x attacks, roll once and multiply the damage by # of attacks. Or if spread among multiple targets, roll once and use the same value. Rule of cool and don't sweat the small stuff. Sometimes you have one or more ultra-optimizers. This is independent of the system and how to address it is up to you. Sure a glass-cannon will be able to power his way through most obstacles, but finesse/talk/charm/puzzle solve? YMMV remember to have fun!