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
Trail of Cthulhu 2e and Broken Empires
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I try not to back funding projects (on Kickstarter and the like) that often
these days. This is because I backed a few in recent years that I now kind
of r...
3 weeks ago
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