07-27-2020, 03:39 PM | #1 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
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Rules you ignore/alter.
GURPS is a toolkit. It’s not meant for you to use everything in each game. That said, there are some rules that we just don’t like/use. Here are some of ours, and our reasoning behind them. What are yours?
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07-27-2020, 04:48 PM | #2 | |
Join Date: Dec 2013
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Re: Rules you ignore/alter.
Quote:
Consider: With a 10-pont attack, you can gain +10 to skill for only [5]. That's overpowered. Conversely, with a 100-point attack, each +1 to skill costs [5]. That's underpowered (slightly). |
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07-27-2020, 04:55 PM | #3 | |
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Re: Rules you ignore/alter.
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This is less about the character's skill, and more a reflection that some abilites/attacks are simply more inherently accurate. Hottie is inaccurate with her fireball ability, but her flame dart is exceedingly accurate. And it's not an aimed accuracy--the dart is just more accurate. They both use Innate Attack (Projectile), so, going by skill she'd be equally accurate with both. The best way to reflect this is to put something, inherent, in the ability. Enter Reliable. |
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07-27-2020, 05:00 PM | #4 | |
Join Date: Mar 2016
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Re: Rules you ignore/alter.
Quote:
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07-27-2020, 05:14 PM | #5 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Rules you ignore/alter.
I usually forget the rules I alter/ignore until they come up in play, but there are a few I use:
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07-27-2020, 05:31 PM | #6 |
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Re: Rules you ignore/alter.
Nope.
Guided relies on your skill. Basically, it just allows you to avoid range penalties. You can use Long-Range 1 (P108) to move from the speed/range table to long-distance penalties and get the same, general effect. Homing requires an Aim Maneuver to lock-on before the attack can be made, requires you to buy a sense for the ability, and increase the skill from 10 (13, really). Not even remotely useful or ideal. |
07-27-2020, 05:36 PM | #7 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Rules you ignore/alter.
In quite a different way, and more clumsily.
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07-27-2020, 05:47 PM | #8 | |
Join Date: Jan 2014
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Re: Rules you ignore/alter.
Quote:
Well, that's what I thought. I suppose I could just use damage to shields, without tracking damage. |
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07-27-2020, 05:52 PM | #9 |
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(If you have to ask . . .) Join Date: Feb 2005
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Re: Rules you ignore/alter.
Supers (S78) also introduces "unbreakable shields." So, that is also something to consider.
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07-27-2020, 10:50 PM | #10 |
Join Date: Jul 2009
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Re: Rules you ignore/alter.
I pretty much always extend the ST damage linearly for high values instead of referring to the damage table--so +8 ST is pretty much always +1d thrust and +2d swing, basically, rather than the numbers slowing down and getting closer to each other as ST rises.
If the game really isn't about challenge and conflict and stuff directly, sometimes I'll skip implementing Rule of 16 for resisted abilities like spells. I agree with the first poster about adding duration to Create. It just works better that way. If someone wants a permanent Create that creates something easily exchanged for money, that's fine, I can always just make them buy an appropriate level of Wealth to go with it. I often keep skill points separate from other character points, like the buckets of points pyramid article suggests. It mitigates the 'just take a point in each skill you want, then focus on raising DX/IQ/HT/etc. instead' issue. I usually don't let people take Weirdness Magnet, Unluckiness, or Cursed. I find trying to balance those as GM is annoying work, trying to make sure they're not too good or too bad for their points. I might allow the 'themed' version of Unluckiness (in the second paragraph of its description) since it feels a little less random-GM-fiat than the other options, but it hasn't come up. There's probably other stuff I'm not thinking of just this moment. |
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affliction, fixed, house rules, rules |
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