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.