On the house rules page, I have a list of stuff I think would be cool to try. Here are two I'd like to implement:
XP for Carousing.
This is a system for people to blow cash during downtime in return for xp, while risking non-lethal mishaps happening to their PCs as a result. This is essentially a way to double-dip on gold for xp, with the caveat that the gold can't be spent on anything useful in-game: strictly personal vices, imaginary girlfriends, etc.
Lockpicking: roll 2d6.
The first is the amount of time spent working. If the second d6 is a 1-2, you succeeded. You can retry as many times as you like. This is to counteract the abysmal chances of picking a lock for a thief or anyone else, and the game-stopping "must go up a level" to retry. The implicit penalty for working away at a stubborn lock is wandering monster checks.
Let me know what you think…
The fact that my new character is a thief who earned a pitiful 28xp last session is purely coincidental. :)
Chris
Vancouver Red Box: a site for old school D&D