07-28-2020, 04:42 PM | #21 | |||||||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Rules you ignore/alter.
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Thats more than even we're using in the PbP fight! I think the biggest alteration we made to last gasp was the alternate movement rules from doug's blog. Those were a big help.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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07-28-2020, 05:21 PM | #22 |
Join Date: Feb 2007
Location: New York City
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Re: Rules you ignore/alter.
I use Pee Kitty's house rule that costs FP is -10% instead of -5%
Also, as a spell casting perk a caster can specialize in "fast-casting" 1 specific missile spell. He can create it as a free action, like a fast-draw. (Obviously only up to what he could have cast as a 1 turn action.) |
07-28-2020, 05:37 PM | #23 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Rules you ignore/alter.
I find a lot of things work better if the time to turn an advantage on/off is instant (can be increased with extra time) rather than requiring a ready action. This means that power limitations that change an advantage from "harmless to leave active 100% of the time" to "only use when needed" (such as costs fatigue) have their "not always on" fairly priced.
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07-28-2020, 08:10 PM | #24 | ||
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Rules you ignore/alter.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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07-28-2020, 08:23 PM | #25 |
Join Date: Apr 2015
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Re: Rules you ignore/alter.
My circle of gurps players have universally ignored the -2 to skill when using a large shield if you lack the Shield Training perk. If you planned to use a shield it was an automatic purchase at character creation. The only time it mattered was when a new player didn't know about it, so they had a -2 to skill just because they didn't know the system perfectly yet.
We have also very commonly ruled that you can make an HT roll once per day regardless of activity, and two if you do nothing but bed rest. It makes it easier to keep a traveling adventure going despite minor wounds.
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I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
07-28-2020, 10:53 PM | #26 |
Join Date: Aug 2007
Location: Denver, CO
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Re: Rules you ignore/alter.
We find tracking real-time abilities immersion-breaking so for Luck we estimate game length and give the appropriate number of uses. We know it's more powerful, but we also run dice-light so it kinda balances.
I generally throw a -20% "costs somrthing" modifier on abilities which cost FP or HP in addition to the 5% or 10% per point. This puts a much better gap between free and not-free. Depending on the game, longevity and unaging are usually reduced cost. |
07-28-2020, 11:03 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Rules you ignore/alter.
I'm a bit fond of "perk: can spend points to buy successes on aging rolls". It costs a fair amount in games where it actually matters, and costs 1 point in a normal game.
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07-29-2020, 12:49 AM | #28 |
Join Date: Aug 2004
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Re: Rules you ignore/alter.
If you have professional skill levels, I tend to make "no nuisance rolls" the default for most skills, no perk required.
This speeds up game play IMO. In some games I also ignore the bonus points of disadvantages and quirks. Instead every one just gets campaign total +45. This encourages people to build to concept and to take what they want to play instead of trying to squeeze out a few extra points to meet some build goal. |
07-29-2020, 03:12 AM | #29 |
Join Date: Apr 2018
Location: Trondheim, Norway
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Re: Rules you ignore/alter.
Our group allows HT rolls to regain HP regardless of activity as long as health status is "good" (HP at >50%).
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You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Or, you can run so far away that Status and Wealth don't apply anymore... Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue / A Doe Among Wolves |
07-29-2020, 12:44 PM | #30 |
Join Date: Mar 2013
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Re: Rules you ignore/alter.
Then this is something that the GM should explain to the new player when he sees that the player is choosing shield.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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affliction, fixed, house rules, rules |
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