House
Rules
I don't really
like House Rules, but it is inevitable that they creep into the game.
It is too easy for them to grow beyond the GM's original
intention. And though I know that GURPS is not a perfect gaming system,
it is, in my opinion, one of the best around, so I don't really like to
tinker with it. That being said, I do have a few....
Most of my House
Rules are Campaign specific or apply to a particular type of character.
Magic
Researching New
Spells
The rules
provide methods of research, for both learning existing spells and
creating new ones. These rules are fine and I don't intend to tamper
with them. However, it often comes to pass that a player is a
long, long way from a library or other source of research materials
when he or she desires a new spell. Assuming that the CPs exist
to buy the spell, this is the rule I follow.
If a character
desires a new, existing, spell and he or she already has all the
required prerequisites AND knows at least four spells in the same
college as the desired spell, AND has his Spell Book in his possession.
Then it is assumed that the mage has accumulated sufficient notes,
knowledge and experience with that college, to figure out how to cast
the spell. This is only allowed once per college. If at a
later date the mage wants to learn another spell in the SAME college as
the last spell acquired, then he or she will have to find the research
materials and start from scratch.
If the mage does
not have a spell book, or does not have it along on the trip, then all
those accumulated notes and data are unavailable. If the mage
hasn't previously learned at least four spells in the desired spell's
college, then he doesn't know enough to put it all together with out
outside research materials.
Spell
Prerequisites that you can't cast
In some of my
campaigns (Specifically Velitrium) there are spells that are prohibited
from certain classes or types of spell casters. However, there
are times when a prohibited spell is needed as a prerequisite for
learning or casting an allowed spell.
In such
circumstances the spell caster may acquire the knowledge needed to
serve as the prerequisite at the expense of .5 Character Points. That
is, one half a point. The caster MAY NOT cast the spell, nor may
the caster ever increase his ability in the spell with extra points.
Changes to Spells
Earth Vision
For various
campaign reasons I am ammending this spell as follows: The
MAXIMUM range of vision is 5 yards or 15 feet.
Limitations of worked stone etc remain as noted.
Weapons
Prodds and lead
pellets
A prodd is a
crossbow designed to shoot stones or lead pellets instead of bolts.
When a prodd
that is loaded with a lead pellet is used to shoot an unarmored target,
or any target with a DR of less than 2, the damage done by the pellet
will be treated as Bullet damage IF the target is within the 1/2 damage
range of the Prodd.
Broadsword and
Two-Handed Swords
The skill
broadsword encompasses Bastardsword and Bastardsword is also a
two-handed sword weapon. (For those of you unfamiliar with the weapon,
a Bastardsword is a broadsword with a hilt that is long enough to be
used two handed if desired.) However, there is no default between
broadsword and two-handed sword such as exists between broadsword and
shortsword skills. To remedy this I will allow Broadsword to
default to Two-Handed Sword at -2 and Two-Handed Sword to default to
Broadsword at -2 WHEN the player is employing a Bastardsword.
Healing and
Herbalism
Specific to the
Velitrium Campaign is the use of herbal concoctions and the skill of
Herbalist as am alternate source of healing. This add on is in
response to the loss of healing ability to non clerical spell casters.
See the specifics in the Velitrium overview.