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#1 |
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Join Date: Aug 2012
Location: Northeast Kansas
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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? |
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#2 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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.
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#3 |
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Join Date: Aug 2004
Location: MO, U.S.A.
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This is a rather irritating oversight.
__________________
Xenophilia is Dr. Who. Plus Lecherous is Jack Harkness.- Anaraxes |
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#4 |
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Join Date: Jun 2006
Location: Spain —Europe
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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+ |
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#5 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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.
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#6 |
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Join Date: May 2008
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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 |
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#7 |
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Join Date: Aug 2004
Location: U.K.
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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.
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-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
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