Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Dungeon Fantasy Roleplaying Game

Reply
 
Thread Tools Display Modes
Old 10-28-2017, 09:08 PM   #1
Colarmel
 
Join Date: Aug 2012
Location: Northeast Kansas
Default Horses?

The riding skill shows up in a few professions, as does the vow to own no more than a horse can carry.

Am I missing an explanation of what a horse can carry, or what benefits riding one can give, or where one can be bought?
Colarmel is offline   Reply With Quote
Old 10-28-2017, 09:18 PM   #2
Rasputin
 
Rasputin's Avatar
 
Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Horses?

Quote:
Originally Posted by Colarmel View Post
The riding skill shows up in a few professions, as does the vow to own no more than a horse can carry.

Am I missing an explanation of what a horse can carry, or what benefits riding one can give, or where one can be bought?
I'm pretty sure you're missing nothing. A quick search of Adventurers and Exploits only reveals that you need spend $4,000 for "a pair of horses" (p. 16) to haul a half-ton in a wagon.
__________________
Cura isto securi, Eugene.

My GURPS blog.
Rasputin is offline   Reply With Quote
Old 10-29-2017, 02:16 PM   #3
adm
 
adm's Avatar
 
Join Date: Aug 2004
Location: MO, U.S.A.
Default Re: Horses?

This is a rather irritating oversight.
__________________
Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes
adm is offline   Reply With Quote
Old 10-29-2017, 03:35 PM   #4
demonsbane
 
demonsbane's Avatar
 
Join Date: Jun 2006
Location: Spain —Europe
Default Re: Horses?

Here the Basic Set: Campaigns book, covering horses, looks like a requirement. Of course this never has been a problem for GURPS Dungeon Fantasy, unlike the standalone Dungeon Fantasy Roleplaying Game.
__________________
"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle."
J. M. Caparula/Scott Haring

"Physics is basic but inessential."
Wolfgang Smith

My G+
demonsbane is offline   Reply With Quote
Old 10-29-2017, 08:06 PM   #5
Rasputin
 
Rasputin's Avatar
 
Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Horses?

Quote:
Originally Posted by adm View Post
This is a rather irritating oversight.
Indeed. It would seem that if sales warrant supplemental product, the first should be a book of monsters, which would include horses. Indeed, even Monsters & Treasure included stats for four kinds of horses and mules.
__________________
Cura isto securi, Eugene.

My GURPS blog.
Rasputin is offline   Reply With Quote
Old 10-29-2017, 11:14 PM   #6
zuljita
 
zuljita's Avatar
 
Join Date: May 2008
Default Re: Horses?

I noticed this some time ago, but never got around to saying something about it.
__________________
Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game.
Check out my blog: Dungeons on Automatic
zuljita is offline   Reply With Quote
Old 10-30-2017, 05:46 AM   #7
Phil Masters
 
Phil Masters's Avatar
 
Join Date: Aug 2004
Location: U.K.
Default Re: Horses?

If you've got the option of Riding skill, but no detailed rules for using it in action, or stats for horses, then the DF thing to do is probably offer situations in which it gives a quick mechanical benefit. Say, off the top of my head...

Characters can rent horses for $10 a day each, including upkeep. There's a network of livery stables with mutual trust, so you can pick up in one place and drop off in another. They halve travel times between The Town and The Dungeon or whatever, but you'll need one NPC Ally or Hireling for every four horses to tend them while you go into the dungeon (and those NPCs will of course need their own horses). The entire party must make a Riding roll for every day of travel; on a failure, lose 1d FP that can only be restored by a full night's rest, and on a critical failure, you also take 1-2 points of damage from a fall. It's up to the GM to set up situations where travel time is important.

Expand from these rules for things like monster attacks on horses once you have stats for the things.
__________________
--
Phil Masters
My Home Page.
My Self-Publications: On Warehouse 23 and On DriveThruRPG.
Phil Masters is online now   Reply With Quote
Reply

Tags
horses, kromm explanation

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:00 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.