Ten For Ten

Ten for Ten (Sean Punch) is a presentation of 10 rules from Sean Punch's writing that he wishes he could beam to his last-decade self, because they're worthy to be part of the Basic Set
==The Ten==
*Appearance Rolls as Loyalty Rolls (Dungeon Fantasy 15: Henchmen)
*Complementary Skills (Action 2: Exploits and Dungeon Fantasy 2: Dungeons)
*Damage Reduction (GURPS Powers)
*Gunslinger Reloaded (Action 1: Heroes and Gun Fu)
*Ham Clause (Action 1: Heroes)
*Other Kind of Points (Power-Ups 5: Impulse Buys)
*Pulling Rank (Action 1: Heroes and Social Engineering: Pulling Rank)
*Restricted Dodge Against Firearms (GURPS Martial Arts)
*Tactics For the Win (GURPS Martial Arts)
*Team Efforts (Action 2: Exploits and Dungeon Fantasy 2: Dungeons
**Not Quite a Rule: Quick-and-Dirty Modifiers (Dungeon Fantasy 2: Dungeons and Dungeon Fantasy 16: Wilderness Adventures
==Honorable Mentions==
* Everyman Traits (Template Toolkit 1: Characters, p. 17)
* The Control, Create, and Illusion advantages in (GURPS Powers)
* Alternative Benefits (Power-Ups 3: Talents pp. 18-19)
* Creating New Techniques (GURPS Martial Arts, pp. 89-95)
* Imbuement Skills (GURPS Power-Ups 1: Imbuements)
* The tables – if not the rules – in Horde Rolls (GURPS Zombies, pp. 112-114)
* Stunts (GURPS Powers, pp. 170-174)
* Chases (Action 2: Exploits, pp. 31-35)
* Ambushes (Dungeon Fantasy 16: Wilderness Adventures, pp. 37-38)
==References==
*Pyramid 3/70: Fourth Edition Festival pg 14-17
Category:Sean Punch
Category:Pyramid Vol 3 Articles
Category:Rules