11-10-2016, 01:39 AM | #41 | |
Join Date: Sep 2008
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
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This gives us a Fast-Draw sheathe that costs $500 and gives +1 to fast-draw (weapon skill). The fine variant would then cost $2000 and give a +2 bonus. I like the fixed value better because it means that the player won't bother buying a fancy fast-draw thingy for a crappy little knife; it'd be a waste of money. e: this post was not worth a new page; my bad. |
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11-13-2016, 08:29 AM | #42 |
Join Date: Feb 2007
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Well this is another must-buy! :-)
Who doesn't love playing a swashbuckler?
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
11-13-2016, 08:38 AM | #43 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
The times when you really need a weapon fast are likely to be the times when your enemy is so close that a knife really is the best thing. If you have(or can back up quick enough to get yourself) enough measure to use a sword you have enough to draw it.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 11-13-2016 at 08:43 AM. |
11-13-2016, 10:13 AM | #44 |
Join Date: Mar 2008
Location: Northern Virginia, USA
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
I think the best solution for "I never want to miss a Fast-Draw" is the No Nuisance Rolls perk, rather than equipment. Because no matter how high your skill is, if you're rolling at all, an 18 is a critical failure.
(I don't think I'd actually take it for a Swashbuckler, because they're not fast-drawing *that* often, so there's probably a better use for the point and/or the perk slot. The Scout that's Fast-Drawing an arrow every turn is the one who really needs it, as much to speed play as to avoid rare failures.) |
11-17-2016, 07:32 AM | #46 | |
Join Date: Mar 2006
Location: Iceland*
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Quote:
Shock penalties, posture and position penalties are all common factors which can reduce even Fast-Draw 17-20 below 16 on occasion. So a wealthy delver would do well to have a Fine Fast-Draw scabbard for a +2.
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Za uspiekh nashevo beznadiozhnovo diela! |
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11-17-2016, 01:29 PM | #47 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Not really true IME. Even if you are attacked in close, unless you are grappled, you can always back out, fast-draw, and attack. You might want to move to cover and still have a ready weapon, move and attack, move to the enemy and not be at his mercy by not being able to parry.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
11-17-2016, 05:36 PM | #48 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Quote:
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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11-17-2016, 06:07 PM | #49 |
Join Date: Jul 2008
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Insofar as you don't consider getting an extra attack in to be something you need.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
11-17-2016, 06:21 PM | #50 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: GURPS Dungeon Fantasy Denizens: Swashbucklers
Quote:
Many of our fights are over in 3 or 4 turns. That extra turn could prevent at least one attack coming in.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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Tags |
dungeon fantasy, fantasy |
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