rpg:gurps:house:metarules
House Meta-Rules
Ideas on rules that change the way the system is played, that have yet to filter into the core section as options.
- Edge Protection: A refinement of 'flexible' armor types that converts some edged damage to crushing (even an indestructible shirt still transfers blunt-force trauma).
- Toughness: A form of damage resistance that simulates an entity's resistance to blunt force without reducing the amount of harm from edged weaponry nearly as much.
- Drop Excess Combat Info from Defense Evaluation: In other words, worry about defending BEFORE you know for certain the attack is going to hit you, instead of afterwards. Most relevant in gunfights, but also relevant elsewhere.
- Rule of 14: For passive skill usage - assuming a roll of 14 covers 90% of the possible outcomes.
rpg/gurps/house/metarules.txt · Last modified: 2017/06/17 03:16 by 127.0.0.1