05-10-2009, 09:57 AM | #1 | |
Join Date: Apr 2009
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Universal melee weapon default
Forked off from the "Can a swordsman use a baseball bat as a weapon?" thread:
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On the other hand, with the standard rules, the best default he can get is 15 (based on the rule of 20 with a -5 modifier). Considering that DX 20 is the upper limit for a normal human, I find this pretty realistic. The difference is that "best melee weapon skill -8" makes no distinction between DX 14 Broadsword 25 guy who got his skill that high by practicing a ton of hours and DX 20 Broadsword 25 guy who's just naturally talented. Last edited by Exeter; 05-10-2009 at 10:28 AM. |
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05-10-2009, 11:23 AM | #2 |
Join Date: Jan 2006
Location: Central Europe
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Re: Universal melee weapon default
Hi Exeter, do you know any armed martial arts? From my limited experience, there are things which carry over between weapons (or between weapons and unarmed!); and in addition, very few people will be masters at Broadsword but know no other weapon skills. If a style focusse on Broadsword but also teaches Spear, the spear training will emphasize how to use principles and techniques from the other skills it teaches with the new weapon.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 05-10-2009 at 11:35 AM. |
05-10-2009, 11:24 AM | #3 |
Join Date: Feb 2009
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Re: Universal melee weapon default
I was looking for some way to simulate the very experienced fighter over the highly trained fighter. I wanted a way to do it that would give some basic skill to a combat veteran with most weapons but that would not out shine the highly trained fighter in their weapon of choice, and would give someone with both training and experience some extra ability to out shine the warrior with only training or with great traing but little to no experience.
I have been thinking about a combat experience trait that would give some varied bonuses including straight skill bonus, damage bonus, active defense bonus, lessening of range penalty's, and lessening of aiming penalty's. To accurately simulate this it should include some morale bonus to avoid breaking under fire and stress in combat, and even a bonus to leadership in battle situations. There is a hell of a lot to put into it so much in fact that it makes it seem not worth the extra effort. My point was that something like that could simulate the warrior who knows how to use several weapons and is at least handy with most if not all normal weapons of their era/tech level. |
05-10-2009, 12:07 PM | #4 | |
Join Date: Aug 2007
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Re: Universal melee weapon default
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You can't even really separate out broad training and/or experience from natural ability taking natural ability as Dex. If you're good at a broad range of Dex-based Skills that should be reflected as a high Dex. Really, it should. So a theoretical Broadsword Master who only had a Dex of 10 isn't very likely. His Base Speed and Dodge would be improbably inferior as well. So not only does Dex act as a universal default to Weapon Skill, it's _supposed_ to. It will also represent the expected qualities of reaction time, kinesthetic self-awareness as well as the physical aspects of situational awareness and other factors resulting in the ability to avoid attacks even when not using a weapon. Don't re-invent the wheel before you try using the ones you already have.
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Fred Brackin |
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05-10-2009, 12:11 PM | #5 |
Join Date: Oct 2007
Location: Vermont
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Re: Universal melee weapon default
I'm in favor of universal defaults, but I would say that the rule of 20 should apply to skill defaults as well as attribute defaults.
Broadsword and spear don't have a lot in common, it's true, but someone with Broadsword 25, should reasonably be be a lot better with a spear than someone with a similar DX who's never trained with any weapon. If you set the universal default at -8 and enforce an extended rule of 20, then the above example gives him a perfectly reasonable default of 12 with a spear or staff.
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05-10-2009, 12:14 PM | #6 | |
Join Date: Oct 2007
Location: Vermont
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Re: Universal melee weapon default
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The current GURPS default rules would have the exact opposite result, granting the gymnast more skill because of their higher DX.
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05-10-2009, 12:42 PM | #7 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Universal melee weapon default
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05-10-2009, 04:18 PM | #8 | |
Join Date: Sep 2008
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Re: Universal melee weapon default
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05-10-2009, 05:59 PM | #9 | |
Join Date: Aug 2007
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Re: Universal melee weapon default
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Setting a -8 default isn't going to do much to change things though. It doesn't do anything for anyone who hasn't trained in an actual Combat Skill rather than an Art or Sport form up to at least Dex+4. This is a very small class of people and I tend to doubt that the higher levels of any particular Weapon Skill are the parts that carry over to toher weapons generally. A real fighter will be characterized by more than a single Weapon Skill. You might have somebody in your game or your imagination with Broadsword-25, no other Weapon Skills, Dex 10,no Combat Reflexes, no increased Dodge or other useful sub-stat but I'm going to ignore this as a purely theoretical problem
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Fred Brackin |
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05-10-2009, 06:10 PM | #10 | |
Join Date: Oct 2007
Location: Vermont
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Re: Universal melee weapon default
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The fact that he's mastered half a dozen weapons and a couple of unarmed skills makes that outcome LESS believable, not more. A universal default on melee weapons (of say -8), with an expanded Rule of 20, isn't exactly game breaking.
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