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10-24-2013, 02:15 PM | #51 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Combat House rules
There are all sorts of campaigns. In Clancy's THS Eggshell, Guns (Gyroc)-10 was good enough at one point. In some random Matrix-inspired campaign, you might occasionally see Guns (Pistol)-30.
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10-24-2013, 02:23 PM | #52 |
Banned
Join Date: Jan 2013
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Re: Combat House rules
I was referring to Sir Pudding's group. It was his example. I assumed it was fairly typical for his group's games.
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10-24-2013, 02:24 PM | #53 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Combat House rules
Either one. Quick contests make skill differences matter more (mostly due to 1:1 instead of 2:1), but in the case of skill 20 vs skill 14, there's still a good chance I'll aim neck and accept a 55% hit probability instead of aiming torso for a 90% hit probability.
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10-24-2013, 02:27 PM | #54 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Combat House rules
I depends on the campaign. In Desolation Road, no. In my occasional Dungeon Fantasy game, yes. Have you looked at the Scout, Swashbuckler or Knight Templates at all?
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10-24-2013, 02:54 PM | #55 |
Banned
Join Date: Jan 2013
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Re: Combat House rules
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