I've been running GURPS for some time now and have not been focused much on old school, fantasy or to tell you the truth this blog.
However in honor of all the GURPS I have been messing about with here are my general house rules.
These rules will be used in most every game regardless of setting however they do not include whats in a setting or anything genre specific.
#1 Disadvantages and Quirks are worth no points. You don't need to worry about the points, their figured in to the starting point numbers instead you take whats appropriate and play what you like.
#2 Since I am not using a map or minis I am winging things like distance for ranged weapons for simplicity. I tend to fudge in players favor though.
#3 If your opponent makes his attack by the exact number needed you take only half damage, If you fail your defense by one, you also take half damage. If both these are true take quarter damage.
#4 If any given skill roll including bonuses is 16+, you do not need to roll unless its a combat roll or other opposed roll.
#5 In most games I am not tracking money. You have your wealth level and may spend that as appropriate.
#6 Techniques are not in use for simplicity though I may use a few minor bits from martial arts or other expansion books.
#7 The skill “Erotic Art” may appear on a character sheet as a placeholder for “boinking” skill but it is never rolled in game as my games are PG or PG13.
#8 The Contacts Advantage now represents local contacts with a field of expertise like a Contact Group in core. Costs remain the same. The Contact Group Advantage is now global. Cost also remain the same.
#9 Edge protection and Low Tech armor weights are in use,
#10 Fate Points may be used on a campaign by campaign basis. How many are granted will vary . One point can be spent to gain one success on any roll, 2 points for a critical success. The effects of fate points cannot be used adversely on anyone else who has them and such points and those blocked by GM Fiat will be refunded.
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1 week ago