Dungeoneering in GURPS

by Michael Cole

Just been doing some research (reading through GURPS and other material). Some points I may introduce, assuming that they don't cause too many screams of anguish...

Mapping – Ensure that in your party you have one or more characters with the Cartography skill. Maps of dungeons and especially cave systems can be complex. If a player is drawing a map and requires assistance from the GM, then a roll against the skill can provide corrections.

Light and Visibility Ranges -
Candle - No penalty to 1 yard, -1 per additional yard to 3 yards, and after that, the light disipates
Lantern or Torch - No penalty to 2 yards, -1 per additional 2 yards to 6 yards, and after that, the light disipates
Miners Helmet Light - No penalty to 5 yards, -1 per additional 5 yards to 15 yards, and after that, the light disipates, but the light only shows a 1 yard wide path (-1 per yard off that path to a total of -3).
Bulls-Eye Lantern - No penalty to 10 yards, -1 per additional 10 yards to 30 yards, and after that, the light disipates, but the light only shows a 1 yard wide path (-1 per yard off that path to a total of -3).

Secret or Hidden Stuff (such as Doors) - You may use either straight vision or traps skill (whichever is the highest). Spotting a secret door is pretty much the same as spotting a trap.

Group Assistance - all assisting make their rolls, and add -2, -1, 1 or 2 for critical failure, failure, success or critical success, to the final roll of whom they are assisting.

Group Participation - such as for strength rolls.
For particpation is something that involves movement - such as a battering ram - highest strength, plus 1/5 of the total additional strength

For participation is something that doesn't involve movement - such as opening doors or lifting stuff - total of all strength minus the cumulative total of those assisting, i.e., -1 for 1 people, -3 for 2, -6 for 3, -10 for 4 etc.

Group Practices such as Concealment (for Ambushes) or Savoir Faire - One roll. Highest skill roll, plus one for every other party member who knows the skill, minus one for every party member total. E.g., Dinner with a barbarian tribe - six characters, 3 have a relevent savoir faire with the highest skill being 13. Roll will be 13 + 2 - 6 = 9.

Fast First Aid - First Aid normally takes a minute - you may reduce this by 10 seconds per additional -1 you take on the roll.

Other Skill Usage in Combat - note that these are not free actions, and will always take at least a second

Tactics - if talking to a specific compatriot, will give -2, -1, 1 or 2 for critical failure, failure, success or critical success to their
attack and defence rolls for that turn

Leadership - will give -2, -1, 1 or 2 to will rolls for that turn for all who listen

Strategy - a successfull roll and I'll give some information on what your opponents intent is.