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#25 |
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Join Date: Apr 2005
Location: France
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Yes. I forgot to tell. either do I!
I would also like some fast bleeding rules for NPC... In horror campaigns, there sometimes is a lot of blood. The rules as they are written are fine for PCs. It even adds suspense to the game... But when the GM must make one roll every minute for a NPC (or worse, for several NPCs), it is a bit boring for the players... Of course, the GM can always use a house rule... But an official answer could be interesting... Oh, something else! A rule for loosing consciousness outside of combats. Example: a character has been shot by a killer. He defended his life very well and killed the killer. But he is severely wounded, bleeds and has negative HP. During the fight, the player made one HT roll every turn. No problem with that... But now, the fight is over and he just wants to call for help. Will he succeed to remain conscious? Calling help with a telephone lasts something like 2-3 minutes. That makes 120-180 HT roll! My temporary house rule: During combats, the player makes a HT roll every turn, because each turn is a single action. Outside of combats, he goes on making a HT roll for every action, but an action doesn't last anymore a turn. So the player in the example above will have to do one HT roll to reach the telephone, one other to dial the call number and a last one to explain what he wants. This house rule works well and is easy to play but, here again, an official answer would be welcome... Thank you very much to ask us. |
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| Tags |
| gurps horror, horror, playtest, playtesting |
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