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Old 07-28-2020, 05:21 PM   #1
Tinman
 
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Default 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.)
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Old 07-28-2020, 05:37 PM   #2
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Default 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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Old 07-28-2020, 08:10 PM   #3
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Default Re: Rules you ignore/alter.

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Originally Posted by Plane View Post
MA137 has a random 1 in 6 chance. What I don't like about MoS3 is that you won't have people intentionally targetting vitals (unless discount via Targeted attack technique) since it would be safer to always target torso.
Yes, it is safer to just target Torso this way, which results in faster targeting decisions at the table, while still keeping the drama of the occasional Vitals shot. It also seems truer to the literature -- I'm no marksman or hoplologist, but most references I see to this involve "targeting center-of-mass" and not "aiming for the internal organs".

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Does this mean MA106 Obstructtion would do a quarter (half of half) of full damage, or would you keep it at half making them tied now?
I would keep it at half. In practice, we've found performing an Evade against a standing opponent is nearly impossible anyway, so nobody ever tries.
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Old 07-28-2020, 08:23 PM   #4
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Default 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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Old 07-28-2020, 10:53 PM   #5
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Default 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.
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Old 07-28-2020, 11:03 PM   #6
Anthony
 
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Default Re: Rules you ignore/alter.

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Depending on the game, longevity and unaging are usually reduced cost.
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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Old 07-29-2020, 03:12 AM   #7
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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.
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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Old 07-29-2020, 12:44 PM   #8
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Default Re: Rules you ignore/alter.

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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.
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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Old 07-29-2020, 04:42 PM   #9
Plane
 
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Default Re: Rules you ignore/alter.

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Originally Posted by Dustin View Post
Yes, it is safer to just target Torso this way, which results in faster targeting decisions at the table, while still keeping the drama of the occasional Vitals shot. It also seems truer to the literature -- I'm no marksman or hoplologist, but most references I see to this involve "targeting center-of-mass" and not "aiming for the internal organs".
Aiming for center of mass is likely just because it's the most likely to hit (-0 penalty) although you can also get a -0 penalty in GURPS for choosing "random hit location" which is LIKELY to hit the torso.

What I mean is that "I'm trying to hit vitals" should be more likely to hit vitals than accidentally hitting them when you're just aiming at the torso in general.

There's a couple reasons I want to tweak torso-related stuff. The first is in basic set:

Due to Damage Reduction's pricing for "Limited, Location" being based on the penalty (-10% per -1 to hit) it required a custom note for the torso since it was -1 to hit, they had to tell us it was -10% anyway.

That always rubbed me wrong so I thought maybe a simple approach is "let's increase all the hit locations by -1 to hit so that the torso is -1 to hit to match up with getting a -10% discount".

This would mean -3 to hit limbs, -4 to hit groin/pelvis -5 to hit extremities, -6 to hit face/neck, -7 to hit jaw/nose, -8 to hit skull, -10 to hit eyes, for example.

The only -0 left would be going for random hit locations, representing "I'll hit whatever has the best likelihood" being more adaptible than "I'll only hit the torso even if something else is randomly easier".

- - -

This idea requires a bit of tweaking with the division of torso into chest (-0) and abdomen (-1). You could apply the same -1 idea (-1 to hit chest, -2 to hit abdomen) I guess.

Using chest/abdomen no longer leaves a "I'm targetting the torso in general and it's easier than targeting a particular sublocation" option.

If that was used and remained at my suggested -1 then that creates the problem of needing the sublocations to an extra -1 worse: -2 to hit chest and -3 to hit abdomen and -5 to hit groin/pelvis.

If that's the case then it'd only be fair to increase the others too: -4 to hit limbs, -6 to hit extremities, -7 to hit face/neck, -8 to hit jaw/nose, -9 to hit skull, -11 to hit eyes.

To compensate for that, we could introduce easier options (much like the torso batch) where it's easier if you're aiming at larger areas (but not the entire body randomly).

For example "hit either foot" might be -5 instead of -6, and "hit either leg" might be -3 instead of -4, while "hit any part of the lower body" could be the traditional -2.

"hit either eye" could be merely -10
"hit eye or bridge" (has skull DR but doesn't target brain, mentioned in eye poke) could be -9
"eye or skull" could be -8...
"eye or nose" could be -7

hit either neck or jaw" could be -6
hit either neck or torso" could be -5.

There are a lot of potential combinations here so some kind of way of coming up with lower penalties in exchange for lack of control (randomness) as odds increase of getting higher-value targets compared to RHL.

Quote:
Originally Posted by Tinman View Post
I use Pee Kitty's house rule that costs FP is -10% instead of -5%
Would especially make sense if using the Last Gasp rules which makes them recover slower and inflict penalties earlier.

Which also pairs nicely with -1%/level for "Costs AP" if allowing that.

Quote:
Originally Posted by Tinman View Post
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.)
B43 Compartmentalized Mind -80% is worth 10 points, which can be reduced to 2 points (1/5) if taken as an Alternative Ability, so it's pretty close to possible already.

Last edited by Plane; 07-29-2020 at 04:46 PM.
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Old 07-29-2020, 05:09 PM   #10
zoncxs
 
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Default Re: Rules you ignore/alter.

Here are a few of mine:

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Dual weapon attack and rapid strike are stackable.
Quote:
Ambidexterity price is upped to 10 points and the perk "off-hand training" is gone. Likewise, the technique "off-hand training" is an average tech, meaning it cost only 4 points to raise it to max.
Quote:
Boxing, Karate, and Brawling are now rolled into one skill called Unarmed Striking. It is an average skill.
Quote:
Wrestling, Sumo Wrestling, and Judo are now rolled into one skill called Unarmed Grappling, it is an average skill.
Quote:
Damage is based on ST/4, fractions count as +1, +2, +1d-1. A lot of other changes happen due to this, DR cost less for example. Predetermined damage is converted by taken whole dice and a whole number and the adds as a fraction and multiplying it by 2.5.

for example: 2d+2 = 2.5 -> 2.5 x 2.5 = 6.25 -> 6d+1

This lines up damage with Basic lift, ST 20 deals twice the damage as ST 10. It also puts firearms outside of normal human limits. ST 20 deals 5d damage where as a 9mm pistol now does 6d+1 damage which would be ST 25.
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