Ok, soooooo. I have to say that I abhor almost all house rules, but to each their own. I really despise it when a GM just makes them up as we go. Example: I use Move Object on that mook. Ok, roll your force die and give me a discipline check versus him...??? Wha???
My all time favorite is: Bad GM Guy: " ok that check will be 35/Formidable with 2 challenge up grades."
"Um, ok, why? I'm just trying to hack in the 7/11 survaliance video feed"
"Yeah, well my house rule is that becuase you are really good at it, it should be more of a challenge for you."
Ok, that is really more bad GMing than anything....sorry for my rant.
Now on to the post.
One House Rule that I do do is (hehehe), is a thing I call Panache Dice.
It stems back frm the days of "numbers" in games. Back in the days where we had difficulty numbers and that sort of thing. So I would hand out Panache Points for good one liners, good role playing, and just sheer awesomeness. Players could then spend these points on thier rolls to give them a little boost. "Ok, I rolled a 23, I will spend 2 Panache to make it a 25." They typically can get about 5-10 of these per adventure.
Now that we no longer have numbers, this concept fell away.
Well I had some little dice lying around that have three green sides, two yellow, and one red. So I took my idea of Panache Points and made into Panache Dice. Still using the same concept of how to earn them. (The more I drink in the adventure, the more they get, LOL).
So now my players can spend Panache Dice on rolls they want. The caveat being that they HAVE to be in the dice pool at the time of roll, not after the fact. So if the player feels like they are making a really important check, or have a higher difficulty they can say I am going to spend 1-3 Panache Dice on the roll. (Three is max limit per roll).
The GREEN side is ONE Sucess
The YELLOW in ONE Advantage
The RED is TWO. Can be 2 success or 2 advantage or 1 and 1. (Their is no "bad" or blank sides like Boost")
I like these as this is a real time award for good role playing and innovative ideas. I also encourage my players not to do "static" combat. "Ok, what do you do soldier guy? I aim twice and shoot..." Every single effing time!!!!!
"Ok, what do you do soldier guy? I jump to the chandelier, swing over the table, kick the candles at the baddie and shoot him! Ok, I will need a average (with an upgrade to a Challenge die, don't set yourself on fire) athletics check, you spend your maneuver, and you get 2 Panache Dice, give me an easy ranged light check, with a Boost for flying candles."
So for me, it can help encourage my players to think more creatively, in and out of combat, and bring in some flair to the game that might be otherwise missing.
I use this house rule to encourage radical game play and thinking. To help people break out of the mold of "tactile miniature" combat that has been prevalent in our hobby for years now, and encourage the old '80's style one liners, and some high adventure and swashbuckling heroics. My players really seem to dig it, and I have seen a change in thier antics for the better.
It really boils down to basic psychology. I give my players positive reinforcement for behavior I deem praise worthy. This leads to us all having more fun at the table, and having some good laughs. If people don't want to do this and stick with a more "tactile miniature combat" mind set, they can, they are not punished for it, but neither is it encouraged. Nor do I want them not want them to use their Talents they have bought. I don't want someone to forego True (Deadly) Aim to try to just get a Panache Die. But not every encounter needs to be a serious life and death consequence, they can be a little wacky and fun, and they can earn some bonus dice to help in that big fight with BBEG.
So for me, this is about the only House Rule that I use, and it gives a direct bonus to the players for breaking out of a way thinking and playing that many have grown into. I feel this House Rule can directly enhance our fun factor at our table.
Wall of Rant hits Eyes for 9999 damage.
Eyes die.
Lol, but seriously I understand what you mean by making it harder just because somebody is very good. For me in my games I almost don't want to bother making the slicer roll anymore since they have 5 int and 5 computers... I sent them to Kessel for a prison break and he started a prison riot by opening all the doors to the cells. "Impossible" is just 5 purples and a destiny flip, and I even upgraded that a few times!