Gurps 3rd edition calculating acc from aiming Pc#
The ability to focus those extra points on an attack technique or power set makes them a little unbalanced alongside a PC who has been putting a point here and there into utility skills.Ĭlerics will use the Divine Favor rules. We've found that brand new PCs built up to the same point level as the experienced PCs play and feel pretty different. Lower-point PCs will have faster advancement due to lower treasure thresholds for bonus XPs. I like the extra granularity of being able to give out half-points for experience, and this is a way to spend it.Ĭharacter death: New PCs' base points will be the average of 150 and the current lowest-value PC.
Skill level is -1 from the 1-pt level of the skill. This has worked well in previous campaigns - it doesn't make sense that a well-aimed torso hit would never strike the vitals, and I disliked the extra roll and randomness of just making 1/6 of torso hits into vitals hits.Ĭharacters may have a single skill at 0.5 point at any time. Impaling, piercing, and tight-beam burning attacks only.
It's tough to get high DR values at T元, this should help players who want to tank up while ensuring they're paying an opportunity cost for doing so.Īttacks targeting the Torso that succeed by 3 or more hit the Vitals instead. This is a Style perk (MA 49), requiring 20 pts in combat skills as a prerequisite. Houserule perk: Armor Layering (X & Y) allows you to pick two broad armor types (Ex: mail and plate, scale and cloth) and suffer no DX penalty for that combination.
This almost always affects combat skills. (Cutting damage must overcome 2x DR to get the cutting multiplier, otherwise damage is crushing only.) Swing damage needs to be nerfed a bit in fantasy games, or else a broadsword and ST 15 turns into a freakin' lightsaber.Īrmor Layering - As per LT103, layering armor reduces DX by 1 for that location. What a great idea - this helps skilled combatants control the space around them better, which is often lost in the GURPS single second turn structure, with combatants who have a perfect tactical picture of their surroundings.Īrmor uses the Edge Protection rules from Low-Tech p.102, making it more difficult for cutting damage to penetrate heavy armor. I think reducing the cost of Ambidexterity in GURPS 4e to 5 pts was a mistake - it made the Off-Hand Weapon Training technique senseless, and we ended up with single skill ambidexterity as a 1 pt perk, which doesn't fit my sensibilities at all.Īrmed Interdiction - see here, basically allows a Parry-2 roll, out of turn, to perform a half-damage strike as an interrupt on someone running by. This was originally a houserule for guns, but it's a nice option for crossbows.Īmbidexterity costs 10, not 5. Of course, the target can defend as against a melee attack too (but any Retreat must be a Sideslip or Slip (MA 124), or Dodge and Drop). I fully expect to revisit these once the Dungeon Fantasy box set is released - it sounds like that will include a lot of rules simplifications suitable for dungeon crawling.Īll-Out Attack (ranged) - If performed at melee distance with a crossbow (quarrel pressed against the target), you may take the +4 for an All-Out Attack (Determined) instead of +1. A selection of GURPS houserules for the megadungeon campaign, with commentary following each entry.