|I'd Like to Know the Spell Being Casted by the Magic-User ;)|
Pretty much everyone houserules to some extent, but when we think of houserules we usually think of "what we are adding". Sometime, we add to the RPG experience by leaving out, ignoring or tweaking the shit out of some rules.
The next campaign I run will be using the AD&D 1e rules, and there is an assortment of rules, big and small, that I'll be leaving out or horribly tweaking:
Weapon Speed is out - never used it back in the day, not going to even attempt it now.
Demi-Human Level Limits - odds are, unless someone chooses a halfing fighter of a half-elf cleric, we wouldn't bounce up against them anyway. If we reach that level, I won't be holding my PCs back.
Weapon Proficiencies - if it's on your list, you know how to use it. Simple enough. Fighters know them all unless they are truly exotic.
Spell Components Tracking - buy the cheap ones and you have them for life, barring your belongings burning up or getting stripped naked. The more expensive ones will still be tracked.
Helms - what was it, 1 in 6 attacks are made against the un-helmeted head? too much trouble for too little return
Combat Initiative - Spell, Missile, Combat order - if it's your turn based on initiative roll, you go. Counting spell segments to the next boom? Not worth the investment.
Strength Limits Based on Gender - don't expect it to come up, but if it does, I'll be ignoring it
Assassins - Not really a class made for group play. Gone
The might be some more that escape me at the moment, but this is the main list.
What rules to you ignore or remove from the RPGs you run, and why?