09-18-2017, 12:17 PM | #11 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: House Rules
Even with the standard rules, and needing to roll a 16- to stay conscious, someone on negative hit points won't be active for long once combat turns stop. The half-life of consciousness in such a case is all of 37 seconds.
Once someone is negative, unless you can have sort of drug of magic that lets them avoid having to make consciousness checks, or that can get them above 0 HP, they're going to have to be carried out or you're setting up camp on the spot and waiting for them to recover an hour later, or 12 hours later if they're under -1xHP (assuming they don't blow that HT roll). I find the current rules much more interesting than "hit -1xHP and you're dead" - dead bodies get looted and burned/buried/left for the crows. Unconscious comrades require care and protection (or you can loot them and leave them, and then they get to come back and hunt you...).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
09-18-2017, 01:37 PM | #12 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: House Rules
Not exactly. Since after the fighting stops you are probably assumed to be taking the "Do Nothing" maneuver which allows you to stay up w/o rolling. The only cases that this wouldn't be true is if you are the only member that is left to heal or use first aid. (I've seen PCs pass out trying to cast healing spells on themselves.)
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
09-18-2017, 02:22 PM | #13 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: House Rules
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 09-18-2017 at 02:37 PM. |
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09-18-2017, 02:30 PM | #14 |
Join Date: Aug 2016
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Re: House Rules
I'm personally redoing the templates for Adventurers; while DFRPG made some nice mechanic and presentation changes, it's still not quite what I want:
I'm pretty happy with the rules in Exploits - I don't see a need to modify anything from there. I had already done a lot of this work previously for my DF campaign, so it's not too much effort to modify it for the DFRPG changes. Last edited by shadedmagus; 09-18-2017 at 02:34 PM. |
09-18-2017, 02:52 PM | #15 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: House Rules
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09-25-2017, 09:35 PM | #16 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: House Rules
Right now my only house rules are to add in Allies and have PI and Holiness add to Esoteric Medicine and Exorcism rolls.
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09-26-2017, 07:08 AM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: House Rules
At this point, I'll either be running DFRPG entirely unmodified or I'll be going full on GURPS DF + pillaging from the DFRPG liberally + houserules.
The most drastic thing I'm likely to do is run entirely with Sorcery, Divine Favor, and psychic stuff, rather than the Spells system. That pretty much requires starting with a base of GURPS rather than a base of DFRPG. I'd also probably bring back most or all the races from DF3, modified in my usual way to purge racial Appearance (we hates it, precious) and try to fix racial templates that are just collections of advantages/disadvantages you could have taken otherwise.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
09-26-2017, 09:44 AM | #18 |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: House Rules
The biggest house rules I'll be using in DFRPG are ones I use across all of my GURPS games.
1: Fast-Draw (Weapon) is a Perk. You don't roll for it most of the time, but if the situation is precarious (Grappled, falling, hanging from a branch) I have you roll against your Weapon skill. 2: Parry Missile Weapons is a technique based on the weapon. So you can train in Parry Missile Weapons with your Katana, but it doesn't help you parry missiles with your Knife. |
09-26-2017, 10:47 AM | #19 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: House Rules
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The original idea behind my DF on the Cheap was to roll the templates down to 200 points to allow for the stacking a Racial Template or a Mixed Profession lens in a 250 point game. Rolling the point budget back further was a natural extension of that and the 150 point versions allow for the addition of both a Racial Template and Mixed Profession lens if desired. The 100 point versions came much later, after somebody requested them. FWIW I do think that the Henchmen templates work better in some ways. Personally I make all of the options available at character creation, the Henchmen + Delver lens, the DF on the Cheap + Mixed Profession, or the standard Delver templates. I've never run a DF game using less than the standard 250-point starting level, so I've never used my lenses to run a "first level" campaign, but I have had several people use them to take some Mixed Profession lenses.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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09-26-2017, 10:54 AM | #20 | |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: House Rules
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So thank you! I'm running the new DFRPG now and bumped up to 250, so it's an all new world now. |
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