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#21 | ||
Join Date: Jun 2022
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Mine is to reduce Eidetic and Photographic Memory to a leveled Perk. It actually sees use that way. |
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#22 |
Join Date: Mar 2013
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Unless they are severe (like, -8 or worse) I don't assess penalties to attacks for darkness. Not only do I not want to have to constantly be aware of the light level, I don't want to turn combat into a whiff-fest, and I figure so long as you can clearly see a target's silhouette you aren't breaking realism too much. At least not "action movie realism," which is generally the level of grit I like employ.
Jinumon |
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#23 |
Join Date: Aug 2004
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I use mostly the same rule though I use failed defense by one. I saw it on T-Bones Diner
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#24 |
Join Date: Dec 2007
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#25 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Common sense can't be purchased, but I the GM will tell you if I think you're doing something stupid because I probably explained something poorly. Please don't clutter up your sheet with the advantage.
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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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#26 | |||
Join Date: Jun 2013
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For my own entry, an idea I've been considering recently is to allow one to go All Out retroactively, but perhaps at a penalty. Maybe your first attack was an extremely-effective Feint or Beat, so you want to give up your defenses to get a second attack. Maybe you just barely missed, so you want to give up your defenses for a bonus (or the target just barely defended, so you want to do the same, but turn that bonus into a Deceptive Attack). I'm thinking half effect - retroactively going Double makes the second attack be at -4 (-3 if you have TbaM/WM; truly halving it would be -3/-2, but I opted to shift it up a bit to account for the initial attack not suffering a penalty), Determined is only a +2 to hit, Strong is +1 per 2d (minimum +1) to damage.
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GURPS Overhaul |
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#27 |
Join Date: Jul 2015
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If you step on your turn, you cannot step on your defense. This keeps players from constantly retreating during defense.
Unarmed damage will heal half after the fight is over. This makes brawls less detrimental. Aside from that, we get 3rd and 4th edition rules mixed up way too much and it makes it hard to play the game accurately. |
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#28 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Why not allow it on narrower skills? It's actually less efficient on it and they are less likely to be used at the same time if that's a balance issue (like, say Engineer).
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MiB 7704 Playing: GURPS DF Swashbucklers Running GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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#29 | |
Join Date: Jul 2020
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I also tend to make players make an IQ roll (Or an appropriate skill roll, based on IQ) whenever they are about to do something dumb, that might not be readily apparent to their characters. (Essentially giving them a save vs. otherwise unavoidable injury or death) Or they are doing something that is smart, but that their character might not have reason to think is a good idea. (They take a penalty, if the idea would seem stupid to the character). Though it occurs to me just now, that in most cases it might be better for this to be based on Perception... After all the character is likely to be more privvy to the nuances of the world they live in than the player, while the player is likely more privvy to the broad strokes of the world than the character is.This allows for a level of metagaming to be sure, however it helps to allow PC's to have those "Gut Feeling" moments that happen so often in fiction, and even real life on occasion. Last edited by Pbuckley; 08-23-2022 at 04:57 PM. |
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#30 |
Join Date: Aug 2004
Location: Saskatoon, SK
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I believe our campaigns have an unwritten house rule where we ignore the reaction modifier on Overconfident treating it as more just a roleplaying disad like Impulsive.
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MiB 7704 Playing: GURPS DF Swashbucklers Running GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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