This is just a place to put my personal house rules and adaptations for
GURPS. It's also where I'm keeping various materials for my players to easily check out.
With the rogue done, the 4 roles are represented. Time to slow down and do some playtesting. Houserules Beyond the -80% limit : For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis. Notes on buffs : Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever ...
This was heavily inspired by Generic Universal Eggplant's Wizardry System, as well as the Modular Powers from this other site I found one day. And then I copied the calamity table from no school grognard College Ritual Book Magic. The main thing I wanted to do was have being an effective caster something possible on 62pt games, and not become overpowered at 250pt games. The other thing I wanted was having all the traditional (in my mind) parts of being a caster still exist, so every spell requires chanting, hand movements and so on. https://enragedeggplant.blogspot.com/2023/09/introduction-to-wizardry.html https://greyson.conlang.org/2020/04/08/modular-powers-a-new-flexible-powers-magic-system-for-gurps/ https://noschoolgrognard.blogspot.com/p/blog-page.html Houserules For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, t...
Some custom techniques. Some were inspired by D&D 4e, others by necessity (I felt the need for a way to have move and attack without the 9 skill limitation, hence Controlled Charge and Dynamic Attack). I've also added my own dual attack house rule which comes with a technique. New Techniques Houserule: There are no (Hard) techniques. All techniques are average. Reminder: Unarmed combat skills (Brawling, Boxing and Karate) are also melee weapon skills. Power Attack Defaults : Pre-requisite Skill -4 Pre-Requisites : Any Weapon skill. Max : Pre-requisite Skill -1 This is an attack where you sacrifice accuracy for power. Roll against Power Attack to Hit. If the attack succeeds, deal damage as usual but add +2 or +1 per die, whichever is better. Tide of Iron (revised) This is combination of a regular weapon attack to the torso with the Shield Shove. Defaults : Combination ( weapon/torso + Shield Shove/Torso ) Weapon Skill-6+Shield ...
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