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#1 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Pretty much that. Evil Runes aren't meant to be a high-precision effect but rather something that makes revisiting an area a bad idea. Normally, Evil Runes work more like a toll collector ("Welcome back. That'll be $10.") than like a 1-900 number ("That's $1.99/minute."). But as I said, it's possible to have Evil Runes that "cycle" and affect the same person again and again, if that's how you define the trap.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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#3 |
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Join Date: Sep 2004
Location: Canada
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We have faced Evil Runes that affected/infected every hex in the hallway. DX rolls each turn with an additional -1 per hex you enter after the first, to find a safe place to put your feet. So if you move one step per turn, just a DX roll. If you move 5 hexes, you make one DX-5 roll or take damage once.
The wizard cast Levitate on everyone, which worked well until combat broke out in the hallway. Then we risked having people knocked down/out and onto the Evil Runes... This variant is pretty entertaining, but I recommend only using it on a fairly modest stretch of hallway, particularly if your group don't have astronomical DX, good Climb scores, Jump skills, Levitate spells, or other ways to have a chance to get most/all of the party over. Combat on/over/through Evil Runes is always extra-entertaining.
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