Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 11-16-2016, 05:02 PM   #31
Varyon
 
Join Date: Jun 2013
Default Re: Parry

Quote:
Originally Posted by Redbeard78 View Post
Right, Flight as a skill would only be for doing things other than just flyilng in an essentially straight line, Acrobatics and things of that nature would be for doing fancy things or evasive maneuvers. Thanks everyone for everything so far, it helps to illuminate some of the things that I'm finding murky.
Kind of. The Flight skill takes the place of the Running and Hiking skills - you roll against it to avoid FP loss when running and to increase travel distance (see B354 - that is, Basic Set page 354 (Basic Set being Characters+Campaigns - in this case, Campaigns)). Aerial acrobatics actually uses the Aerobatics skill.
Varyon is online now   Reply With Quote
Old 11-16-2016, 05:08 PM   #32
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: Parry

Quote:
Originally Posted by Kelly Pedersen View Post
Sorry, this one's completely off. The Melee Weapons and Fencing Weapons sections in the book are just categories of skills, grouped for convenience. You can't buy skill in the whole category, you still have to buy the skills individually.
As a house rule, some people do let you by the skill categories, as one stage higher, so you can buy Fencing Weapons [P/H]. Since all the skills in a category have generous defaults to each other and you generally get diminished utility for knowing how to use multiple similar weapons, it's an interesting trade-off - do you want Rapier-16 or Rapier-15 and Saber-15 for the same amount of points?

But that's a house rule and not Rules as Written.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com
mlangsdorf is online now   Reply With Quote
Old 11-16-2016, 05:33 PM   #33
evileeyore
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Parry

Quote:
Originally Posted by mlangsdorf View Post
do you want Rapier-16 or Rapier-15 and Saber-15 for the same amount of points?
Most of my characters (and Players) would happily go for the broader category that was that cheap.
__________________
Feel free to steal, borrow, fold, spindle, mutilate any rule, advantage, etc I come up with it.
evileeyore is offline   Reply With Quote
Old 11-16-2016, 08:30 PM   #34
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: Parry

Quote:
Originally Posted by evileeyore View Post
Most of my characters (and Players) would happily go for the broader category that was that cheap.
Well, give them the option and see if it feels overpowered to you. I found that it made staff/spear specialists an entire 4 points cheaper and that didn't break my games. It does make samurai a lot cheaper (Sword Weapons at DX+2 is 12 points, Broadsword, Shortsword, and Two-Handed sword at DX+2 is 16-24 points depending on how you handle the Weapon Adaption perk) but again that's not breaking my games.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com
mlangsdorf is online now   Reply With Quote
Old 11-16-2016, 09:02 PM   #35
evileeyore
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Parry

Quote:
Originally Posted by mlangsdorf View Post
Well, give them the option and see if it feels overpowered to you. I found that it made staff/spear specialists an entire 4 points cheaper and that didn't break my games. It does make samurai a lot cheaper (Sword Weapons at DX+2 is 12 points, Broadsword, Shortsword, and Two-Handed sword at DX+2 is 16-24 points depending on how you handle the Weapon Adaption perk) but again that's not breaking my games.
Not sure I want combat skills being cheaper, it only makes them more likely to always want to use a hammer.
__________________
Feel free to steal, borrow, fold, spindle, mutilate any rule, advantage, etc I come up with it.
evileeyore is offline   Reply With Quote
Old 11-16-2016, 09:43 PM   #36
corwyn
 
Join Date: Aug 2004
Default Re: Parry

Quote:
Originally Posted by evileeyore View Post
Not sure I want combat skills being cheaper, it only makes them more likely to always want to use a hammer.
It doesn't make characters much more powerful, IME, but it does make them a bit more versatile. I'm okay with that.

I've actually been considering making skill defaults techniques. What generally happens is that defaults from skills rarely get points put into them unless the governing skill is low (4 points or less) since it's generally more effective to just increase both by putting points into the governing skill.
__________________
MiB 7704

Running: Ravaged Earth
Co-running D&D 5e Curse of Strahd
Playing: D&D 5e - Hoard of the Dragon Queen
corwyn is online now   Reply With Quote
Reply

Tags
parry, rules

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:17 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.