HJO3's House Rules for GURPS 4th
Edition
Initiative. Each character
will have an "Base Initiative" (BI) stat which is equal
to the sum of their Basic Speed and any initiative bonuses (like
the +1 from Combat Reflexes) multiplied by four. To determine a
character's initiative, roll 2d and add the character's BI. Combat
proceeds in order of these values with the highest number going
first. Initiative is re-rolled every ten rounds.
Any character who gets snake-eyes on the 2d roll goes last, regardless
of what their total initiative would have been. Likewise, anyone
who rolls a 12 goes first regardless of total. If two or more characters
get the same maximum/minimum roll, order is determined by a comparison
of their BIs (if these match, have a quick contest of DX
between the two).
Initiative = BI + 2d
BI = (Basic Speed + Initiative Bonuses) × 4
Buying Success. The "Buying
Success" part of the Influencing Success Rolls optional rule
on B347 is used with the following caveat: critical successes may
never be purchased with character points. Also, if a player is going
to "buy success," he/she must announce it immediately
after the failed roll. (You can't wait to hear the effects of a
failure and then change things retroactively!) Bought successes
are assumed to have a margin of success of 0.
Used Optional Rules. I use the
following optional rules: Optional Jumping Rules (B352), Changing
Posture in Armor (B395), Bleeding (B420), Accumulated Wounds (B420),
Last Wounds (B420), Malfunction (B279), Modifying Dice + Adds (B269).
Deceptive Attacks with Thrown Weapons.
You can make a Deceptive Attack (B369-370) with a thrown
weapon, but you're at -3 (rather than -2) for each -1 you want to
applied to your target's active defenses for that attack. This is
for thrown weapons only; Bows, Crossbows, and Slings can't
use Deceptive Attacks (though special ammunition may be available
that works the same way). [Credit goes to Ze'Manel Cunha on the
SJG Forums for the original
idea this rule's based on.]
Luther's Weak IQ Option. This
house rule adjusts the cost of unbundled IQ to control min-maxing,
make Talents properly worthwhile, give intelligent characters more
realistic Will/Per, and normalize its cost when compared to unbundled
DX. Basically, you can buy Will and Per up and down for 5 points/level
like normal, but their basic levels are calculated thusly (rather
than being flatly equal to IQ):
Will = (IQ ÷ 2) + 5 (rounded up)
Per = (IQ ÷ 2) + 5 (rounded down)
This gives unbundled IQ a cost of 15 instead of 10. Here's a table
that shows the Will and Per levels at various IQs:
IQ
|
Will
|
Per
|
2
|
6
|
6
|
3
|
7
|
6
|
4
|
7
|
7
|
5
|
8
|
7
|
6
|
8
|
8
|
7
|
9
|
8
|
8
|
9
|
9
|
9
|
10
|
9
|
10
|
10
|
10
|
11
|
11
|
10
|
12
|
11
|
11
|
13
|
12
|
11
|
14
|
12
|
12
|
15
|
13
|
12
|
16
|
13
|
13
|
17
|
14
|
13
|
18
|
14
|
14
|
19
|
15
|
14
|
20
|
15
|
15
|
[This rule is taken directly from Luther's
original WIO post on the SJG Forums.]
Character Background Awards.
If you write a background for your character (preferably
submitted before it/he/she enters play), I'll award you 1 to 5 points
or more. The background should be at least one paragraph and written
in past tense third person. Details you don't cover in your background
may be filled in by your GM (Never mentioned whether you had any
siblings? Guess what! Your twin brother needs a kidney transplant.). |
"Be wary of the man who urges an action in which he himself
incurs no risk." Joaquin Setanti
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