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Old Oct 16th, 2016, 07:53 PM
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House Rules

Here you'll find the House Rules and other clarifications about the setting rules.
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Old Oct 16th, 2016, 07:54 PM
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GENERAL RULESTactical Combat: Ill keep distances and positions abstract in most combats or conflict scenes, and Ill only draw a map for complex situations.

Fatigue: You do not need to keep track of it until the GM states that it would be important to begin tracking your fatigue loss.

Injuries: Bleeding: Only major wounds can cause bleeding. One HT (-1/5 HP lost) roll per minute, losing 1 HP on failure. To stop it you need 3 consecutive successes or a first aid check.

Starvation and Dehydration: Yes, the character can die without food and water, but again, the tracking of this will become valid only when the GM states so.

Critical Success and Failure: I know that it adds randomness to the game, however I think that it's a little unrealistic, because in reality, if you do something well, it will be pretty hard to you do something really stupid, like hurting yourself, let your weapon fall, so forth and so on... So, I've decided that you can check for a critical success only if you're an expert in what you do (16-above) and check for a critical failure only if you're untrained (10-Bellow).
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Old Oct 16th, 2016, 07:54 PM
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COMBAT: REALISM vs GAME-SPEEDAllowed Combat Maneuvers

Using the following rules of combat we aim to give a balanced experience between game-speed and realism, other maneuvers or rules can be discussed by players request. Description: Combat Maneuver (page in the GURPS 4e Rulebook)

Extra Effort in Combat (p. B357)
Deceptive Attack (pp. B369-370).
Rapid Strike (p. B370).
Acrobatic Dodge and Sacrificial Dodge (p. B375).
Parrying Heavy Weapons (p. B376).
Retreat, Dodge and Drop, Sacrificial Dodge and Drop, and Diving for Cover (p. B377).
Flexible Armor and Blunt Trauma (p. B379).
Knockback (p. B378).
Hurting Yourself (p. B379) when attacking unarmed.
Hexes (pp. B384-385) instead of abstract movement.
Wild Swings (pp. B388-389).
Reach of a Weapon (p. B388).
Close Combat (pp. B391-392).
Surprise Attacks and Initiative (p. B393).
Visibility (p. B394).
Hit Location (pp. B398-400).
Striking at Weapons (pp. B400-401).
Special Melee Weapon Rules (pp. B404-406)
Shotguns and Multiple Projectiles (p. B409).
Special Ranged Weapons (pp. B410-411) – bolas, flaming arrows, hand grenades, etc.
Dual-Weapon Attacks (p. B417).
Major Wounds (p. B420).
Knockdown and Stunning (p. B420).
Crippling Injury (pp. B420-423).
Postures (p. B551), along with attack and defense modifiers.
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Old Feb 16th, 2017, 11:47 AM
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Combat Maneuvers Quick Check

 

 

 

 

Last edited by Schwarz; Feb 17th, 2017 at 11:52 AM.
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Old Feb 16th, 2017, 12:21 PM
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Melee Combat Example

 

 

Last edited by Schwarz; Feb 16th, 2017 at 12:26 PM.
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