GURPS Hyboria - House Rules: Difference between revisions
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Source: ''GURPS 4th edition Dungeon Fantasy 2: Dungeons'', p. 6. | Source: ''GURPS 4th edition Dungeon Fantasy 2: Dungeons'', p. 6. | ||
== Heroic Archer == | |||
Heroic Archer = Gunslinger, and Gunslinger is in the Basic set, so Heroic Archer is allowed. | |||
== How to Search a Room == | |||
''Search'' skill is defined as "the ability to search people, baggage, and vehicles for items that aren’t in plain sight" (B 219). | |||
Rooms are too big to search with a single roll against ''Search'' skill. Use separate skills for different types of searches, in addition to basic ''Perception'' for things sitting out in the open. | |||
Examples: | |||
* ''Architecture'' for hidden features of the room itself. ''Defaults: IQ-5 or Engineer (Civil)-4.'' | |||
* ''Carpentry'' to notice something odd with the woodwork. ''Default: IQ-4.'' | |||
* ''Criminology'' to find evidence left behind by a criminal. ''Defaults: IQ-5 or Psychology-4.'' | |||
* ''Forensics'' to discover traces of blood, explosives, fibers, etc. ''Defaults: IQ-6 or Criminology-4.'' | |||
* ''Masonry'' to identify unusual stonework. ''Default: IQ-4.'' | |||
* ''Observation'' to "case the joint." ''Defaults: Perception-5 or Shadowing-5.'' (Remember: you always use Observation from a distance.) | |||
* ''Tracking'' to pick up on footprints on the floor. Defaults: Perception-5 or Naturalist-5. | |||
* ''Traps'' for traps and secret doors. ''Defaults: IQ-5 or Lockpicking-3.'' | |||
Most room searches will be considered Easy or Very Favorable in terms of Task Difficulty, so will usually have an additional modifier of +2/+4. | |||
Searching for Traps is considered Average difficulty (occasionally Unfavorable!) and will not receive any Task Difficulty bonus. | |||
[[Category: GURPS Hyboria]] | [[Category: GURPS Hyboria]] |
Latest revision as of 04:02, 13 May 2013
Variations on rules or other "house rule" in play during GURPS Hyboria campaign.
Simplified Falling Damage
Rules/math on falling damage from GURPS 4th edition Basic p. 431 are not in play. See table in GURPS 4th edition Dungeon Fantasy 2: Dungeons, p. 19 for simplified falling damage table. GM has also provided a copy of these in the player folder for use at table.
Realistic Foot Travel
- Speed in miles per hour equals Move/2.
- Adjust for terrain, weather, and roads; see p. B351.
- Apply the FP costs for an hour of hiking on p. B426. Extra effort (p. B357) works as usual.
Source: GURPS 4th edition Low-Tech Companion 2: Weapons and Warriors, p. 32.
Light Sources
- A light usually eliminates darkness penalties to combat and vision, for everyone, in a semicircle in front of the bearer.
- Candle: 1 yard; Torch, Lantern: 2 yards
- If the party has any area-effect source, vision and combat are possible at -3 out to triple the range of the best source; e.g., 6 yards if a torch.
Source: GURPS 4th edition Dungeon Fantasy 2: Dungeons, p. 6.
Heroic Archer
Heroic Archer = Gunslinger, and Gunslinger is in the Basic set, so Heroic Archer is allowed.
How to Search a Room
Search skill is defined as "the ability to search people, baggage, and vehicles for items that aren’t in plain sight" (B 219).
Rooms are too big to search with a single roll against Search skill. Use separate skills for different types of searches, in addition to basic Perception for things sitting out in the open.
Examples:
- Architecture for hidden features of the room itself. Defaults: IQ-5 or Engineer (Civil)-4.
- Carpentry to notice something odd with the woodwork. Default: IQ-4.
- Criminology to find evidence left behind by a criminal. Defaults: IQ-5 or Psychology-4.
- Forensics to discover traces of blood, explosives, fibers, etc. Defaults: IQ-6 or Criminology-4.
- Masonry to identify unusual stonework. Default: IQ-4.
- Observation to "case the joint." Defaults: Perception-5 or Shadowing-5. (Remember: you always use Observation from a distance.)
- Tracking to pick up on footprints on the floor. Defaults: Perception-5 or Naturalist-5.
- Traps for traps and secret doors. Defaults: IQ-5 or Lockpicking-3.
Most room searches will be considered Easy or Very Favorable in terms of Task Difficulty, so will usually have an additional modifier of +2/+4.
Searching for Traps is considered Average difficulty (occasionally Unfavorable!) and will not receive any Task Difficulty bonus.