House of Godot: Difference between revisions

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Below are some issues I have encountered in my campaigns. Many of these are clarifications of rules commonly misunderstood or misinterpreted by players when creating characters. Others are my "house rules" for creating characters. Other items are merely suggestions. All of these should be taken as the word of law in my campaigns. Even the suggestions: you ignore them at your own risk.
 
This is my list of house rules. There are many others like it but this one is mine.
 
It is an ever-expanding document. Changes are sometimes made without notice.
 
Many of these rulings result from issues I have encountered in my various campaigns. Some of these rulings are my clarifications of rules-as-written that are commonly misunderstood or misinterpreted by players when creating characters. Others are my "homebrew rules" for creating characters in my campaigns. A few items are merely suggestions that may or mot not apply in a given situation. Any or all of the items listed below should be taken as the word of law in my campaigns. Even the suggestions: you ignore them at your own risk.
 
 
__TOC__
 
 
== Fit/Very Fit ==
Only actual HT rolls are improved by Fit or Very Fit, not HT-related skill rolls. Sometimes the GM might offer, but don't ask.


== Gizmo ==
== Gizmo ==
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Signature Gear is not plot protection or insurance for just any item. The gear must be "distinctive," it must be "valuable," and its value must be "unrelated to your wealth level." No matter what, the player must explain how the character came into possession of the gear. Anything claimed as Signature Gear must meet all three qualifications.  
Signature Gear is not plot protection or insurance for just any item. The gear must be "distinctive," it must be "valuable," and its value must be "unrelated to your wealth level." No matter what, the player must explain how the character came into possession of the gear. Anything claimed as Signature Gear must meet all three qualifications.  
== Swimming ==
If you didn't take Swimming and you drown, whose fault is that? The water? Take Swimming. It's an Everyman skill, and you'll never be as sorry you didn't use it as you will be if you ever need it.


[[Category: House Rules]]
[[Category: House Rules]]

Latest revision as of 05:06, 16 September 2017

This is my list of house rules. There are many others like it but this one is mine.

It is an ever-expanding document. Changes are sometimes made without notice.

Many of these rulings result from issues I have encountered in my various campaigns. Some of these rulings are my clarifications of rules-as-written that are commonly misunderstood or misinterpreted by players when creating characters. Others are my "homebrew rules" for creating characters in my campaigns. A few items are merely suggestions that may or mot not apply in a given situation. Any or all of the items listed below should be taken as the word of law in my campaigns. Even the suggestions: you ignore them at your own risk.



Fit/Very Fit

Only actual HT rolls are improved by Fit or Very Fit, not HT-related skill rolls. Sometimes the GM might offer, but don't ask.

Gizmo

Gizmo is capped at a maximum of 3 unless a character has Quick Gadgeteer.

Signature Gear

You have distinctive, valuable possessions unrelated to your wealth level. This gear is as much a part of your personal legend as are your reputation and skills. You must explain where it came from... (GURPS Basic Set, p. 85).

Signature Gear is not plot protection or insurance for just any item. The gear must be "distinctive," it must be "valuable," and its value must be "unrelated to your wealth level." No matter what, the player must explain how the character came into possession of the gear. Anything claimed as Signature Gear must meet all three qualifications.

Swimming

If you didn't take Swimming and you drown, whose fault is that? The water? Take Swimming. It's an Everyman skill, and you'll never be as sorry you didn't use it as you will be if you ever need it.