House Rules (Travelers Guild)
Below are the modifications to GURPS rules for the Travelers Guild campaign. These rules, particularly the combat rules, are intended to speed play and maintain the lighthearted feel of dungeon fantasy.
Combat
The following omissions or modifications of the standard GURPS combat rules are meant to make combat fast, light, and less lethal for the players. They are based on suggestions found in How to be a GURPS GM by Warren "Mook" Wilson, available from Steve Jackson Games.
Maneuvers (B363-366). Exclude Evaluate and Feint. One Change Posture per turn is a free move.
Movement (B367-368). Abstract, no movement points.
Hit Location (B369). Defaults to torso.
Attacking (B369). Follows usual “attack, defense, damage” series of rolls. Deceptive attack limited to -4.
Unarmed Combat (B370). Exclude Slam and Shove. Grappling only possible with grappling skills.
Dodging, Blocking, and Parrying (B374-377). Only one parry and one block per turn.
Damage and Injury (B377-381). Exclude Shock, Major Wounds, and Stunning from Effects of Lost HP (B381).