I will probably change this over time, but here goes.
I prefer using HARP D20-Fied which is a free download in the Web Extras page. The people I normally game with seem to like it better. http://www.harphq.com/webextras.htm
I prefer using the Hack & Slash PDF for combat. I used to like the optional random 2nd critical damage rule, but I am now using the standard H&S as written. I modified the system for use with a D20 which is pretty darn easy.
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I prefer using a standard 550 point buy for character stat generation.
I prefer not to allow my players to use Training Packages, and just stick to buying skills like normal.
- I like using an initiative system that uses a standard deck of cards, that isn't modified at all by any stats or bonuses. Every round a new card is passed out to the players and one or more for the NPCs in the battle. HARP talents that modify or use the standard initiative system are removed or swapped for other talents. Those races that are given a racial ability that modifies initiative need to be replaced by other talents or abilities.
- When it comes to DPs (Developement Points) I am using a house rule that was nick named "Flat 40." At each level you will gain 40 +1/level DPs to spend on your character. At level one you will get 82 DPs to spend. So at level 2 you get 42 DPs, level 3 43 DPs, etc. DPs in my games are not based on stats.
- I like all open ended dice rolls to be able to break the damage caps for weapons.
- With Stuns I use a cascading RR (much like the poison RR). So, if on your Stamina RR you roll:
100, you remove 1 rd of stun, and for every 10 above 100 you remove another 1 round of stun. - I reduced the amount of weapon skills down to the 6 weapons categories: 1H Edged, 1H Concussion, Thrown, Missile, Pole Arms, and Two Handed. All weapons in each category use the same bonus.