07-19-2021, 03:49 PM | #21 |
Join Date: Feb 2009
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
Well could just drop it to 10 or 15 or whatever feels good
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07-19-2021, 03:59 PM | #22 | |
Join Date: Jun 2013
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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*Assuming "Armed Only" is around -10% or so, [15] worth of Striking ST with that Limitation would buy you a little over 3 levels, which at typical human combatant ST levels is around +1.5 damage to thr, +3 damage to sw. EDIT: I could see a case made for TbaM being roughly [15] for reduced Rapid Strike penalties and [15] for reduced Parry iteration penalties, with its ability to serve as a prerequisite being a freebie. In that case, full-blown Weapon Master would have the same [15] cost for those two aspects. [15] out of [45] reduces down to [6.67] out of [20], so [13] or [14] for the single-weapon variant that doesn't grant reduced Parry iteration penalties would work. I'd probably round that up to [15] (just as above I'd probably round down to [15]).
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10-19-2021, 01:26 PM | #23 | |
Join Date: Jul 2015
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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10-19-2021, 04:36 PM | #24 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
If they also had Heroic Archer, yes. But for a highly cinematic campaign.
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10-19-2021, 09:32 PM | #25 | |
Join Date: Apr 2013
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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Under Chris' system the same character would do 1d+2, 2d+2, and 3d+2. The bonus is and always shall be 2. |
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10-20-2021, 05:40 AM | #26 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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It also makes weapon masters using thrust/impaling weapons really, really scary.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-20-2021, 08:20 AM | #27 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
In my DF games, I find that the utility of a bow more than makes up for its drawbacks. The ability to hit enemies at range, especially when you get into insanely high skill levels where range penalties aren't that significant, is just dominating. If you encounter an enemy that's 50 yards away, you can start shooting and get many attacks in before they close to melee distance. If the enemies fly, you might be the only one that can attack them. And so on...
I've found that in many of the battles I planned as GM, I specifically had to think about how to prevent the Scout from just winning the battle outright before anyone else got a chance to act (this is a high-level Scout with skill 30+, ST 20+ and multiple Extra Attacks). Eg. the group is attacked by a flock of wyverns, but as they fly over the rise of the mountaintops the Scout starts shooting--by the time they close to the distance they need to get to start grabbing PCs and dropping them over cliffs or whatever, they all have arrows in their eyes. Eventually important NPCs start wearing Missile Shield spells, learning Parry Missile Weapons, hiding in magical Darkness, etc. |
10-20-2021, 08:51 AM | #28 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-20-2021, 09:17 AM | #29 |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
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10-20-2021, 10:53 AM | #30 |
Join Date: Jul 2015
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Re: Weapon master (Bow) cost reduction, and suggestions on Weapon Master (Ranger/Arch
I wrote up a big comparison chart yesterday and I really like his change to Weapon Master bonus damage. I pitched it to our GM. Hopefully he'll go for it. I'm thinking maybe a +1 damage per skill +1 DX up to a max of 4. Weapon Master is about skill, not strength. So the more skilled you are, the more you'd be able to wield a weapon for maximum output.
I think it would also keep unskilled characters with Weapon Master All in check. A character that never picked up an axe shouldn't be able to hit someone for an extra 4 damage in my opinion. |
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