Wednesday, August 19, 2026

My Dungeon Fantasy Rules: Attributes and Skills

     I am going to start putting my rules out there for prospective players (or those who are simply interested) to peruse. The first bit here is going to be about my rules on attributes and the new combat skills. These rules come form playing GURPS for a while in a high fidelity environment and wanting something less complex for a change.

Attributes

Will and Perception are now worked into their own Attributes, costing ±5 each. This makes intelligent characters less powerful. Will remains unchanged otherwise; however, Perception is modified slightly. You may not increase Acute Senses above 130% of your Perception, like how you cannot increase HP to above 130% of ST. For example, an individual with Perception 10 may only have Acute Vision 3.

You may also buy attributes in "pieces"; for example, you can buy Striking ST [5], Lifting ST [3] and HP [2] to buy ST slowly. You could also buy one level of Striking ST and then pay [5] to upgrade it to just ST. You can't do any of this backwards! Another example is buying +1 Per and +1 Will, which can then be rolled into +1 IQ, granted, you are still required to bank ten points. You cannot do this with pieces of attributes gained from racial means or attribute pieces gained through "weird magical means", like drinking from fountains (which also counts as increasing the racial maximum). 

Skills

As well as modifying the attributes, some of the combat skills have been rolled together into one skill. All of these skills that are presented are DX/A. The reasoning behind this is that I wanted to provide weapon skills that made using magic items that players found more common: not being able to use a +1 Maul because you had all your points in Axe/Mace and not Two-Handed Axe/Mace is something that frustrates my both my players and myself. See the modified skills below.

Short Blade (short swords, knives, etc)
Defaults: DX-5, Long Blade-2, Axe/Mace-4, Polearm-6, Flexible Weapon-6

Long Blade (long swords, katanas, etc)

Defaults: DX-5, Short Blade-2, Axe/Mace-3, Polearm-4, Flexible Weapon-6

Axe/Mace (both 1-H & 2-H maces, axes, etc)
Defaults: DX-5, Short Blade-4, Long Blade-3, Polearm-2, Flexible Weapon-4 

Polearm (spears, poleaxes, staves, etc)
Defaults: DX-5, Short Blade-6, Long Blade-4, Axe/Mace-2, Flexible Weapon-6

Flexible Weapon (Whips, lariats, cloaks, etc)
Defaults: DX-5, Short Blade-6, Polearm-6, Long Blade-5, Axe/Mace-4

Straight Thrown Weapon (weapons that fly straight)
Defaults: DX-4, Rotational Thrown Weapon-3, Throwing-3, Innate Attack-5

Rotational Thrown Weapon (weapons that rotate)
Defaults: DX-4, Straight Thrown Weapon-3, Throwing-3, Innate Attack-5 

Throwing (rocks, grenades, baseballs, etc)
Defaults: DX-5, Straight Thrown Weapon-3, Rotational Thrown Weapon-3, Innate Attack-5

Innate Attack (Magical attacks require this)
Defaults: DX-3, Throwing-4, Straight Thrown Weapon-5, Rotational Thrown Weapon-5 

Shield (All shields now fall under this)
Defaults: DX-4

 

 

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