I don't get to play much GURPS as only one player in my group likes the system as much as me but over time I have accumulated a few house rules. I'm excluding variant rules from 4e books with one exception. Just for fun here they are.
#1 No Points for disads. This was an option back in 3e I think but I've used it in 4e with good success. Basically get campaign points (typically amount +50) and take whatever disads you want to play. If I were to run Supers games I'd modify this a bit and give points for Super disads to be spentonly on powers however.
#2 T-Bones Graze Rules here
#3 T-Bones DECIDE rules here
#4 Edge Protection (from Low Tech)
Under consideration
#4 T-Bones Duck rules here
#5 T-Bones Whats a Miss here
and various other unlisted rules for Alternate Damage (by Doug Cole, grossly lower ST damage) and Wealth variants from the Pyramid boards
Pete Fenlon on the Rise and Fall of Iron Crown Enterprises
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Throughout most of the 1980s and 1990s, Iron Crown Enterprises was my
favourite role-playing company. Of course, like most, I started out in this
hobby pla...
6 days ago
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