GURPS Hyboria - House Rules: Difference between revisions

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Created page with "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 ..."
 
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== Simplified Falling Damage ==
== 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.
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 ==
== Realistic Foot Travel ==

Revision as of 21:27, 12 April 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.