04-08-2021, 11:54 AM | #11 | |
Join Date: Jun 2006
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Re: Improved Melee Defaults for Skilled Combatants
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Though if I thought this was the way to go I'd probably allow a 10 point Melee Weapon Talent to be bought up instead of DX. A similar approach that meshes with existing rules is to treat individual melee weapon skills as the analog of spells and a general Melee Weapons skill as the wildcard skill or base (core or college) skill in a Wildcard or Ritual Magic analog. A third approach, and the one I'd go with myself, is to just case by case rule that nobody is *allowed* to be that incredibly specialized. That is you tell the PC submitting this character that it just isn't possible to spend 30 or 40 points on one combat skill without having to have picked up the basics in anything else, shave 4 or 8 points off that highest skill or 1 point off of DX and buy 2 or 4 or 10 other melee weapon skills up to DX level. Since any melee weapon at DX is probably good enough to pass for reasonably proficient by "default" no matter how amazing your master skill is, especially as it such an amazing master would basically never have a DX to start with, requiring sufficiently skilled characters to drop 2 points in a handful of other common melee skills before they can spend more points on the master one really does give you almost all the realistic effect for basically zero rules changes. It just becomes part of vetting character proposals for realism in the same way you'd reject a character with Broadsword-30 [102] and DX 5 [-100]. It's not the *job* of the rules to enforce realistic character builds, after all And in any case skill to skill defaults are so broken I personally would prefer to remove them from the game altogether. Trying to expand them into something even more complex that will inevitably be even more broken doesn't strike me as a worthwhile approach. If you want all melee fighters to have a "realistic" degree of breadth, just require it in the build rather than trying to force it with a rule change. I suppose it's much the same issue as with why I dislike Perk Limits as a rules rather than exercises in GM judgement. You're going to end up with a bunch of extra calculations and restrictions that will probably still allow unrealistic builds (or maybe worse forbid perfectly reasonable ones), just different ones you hadn't though of when imposing the rule, and now the munchkins can point to "but I followed the rule exactly" to if you try to say no.
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04-08-2021, 11:57 AM | #12 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Improved Melee Defaults for Skilled Combatants
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04-08-2021, 12:03 PM | #13 |
Join Date: Apr 2019
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Re: Improved Melee Defaults for Skilled Combatants
Look at the Swashbuckler build in DF. The standard template can give Broadsword 20 and Spear at default 10. That doesn't seem logical to me at all. And that's as standard a build as you can get. I get that it's a fantasy genre, but this is a guy who is, according to the GURPS rules, one of the "best in the world" at skill 20. But he's going to get beat up by a teenager if you give him a spear. I'm not proposing unusual or "unrealistic" GURPS builds here. Those 20 points in Broadsword - or whatever - should count somehow when you pick up a spear.
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04-08-2021, 12:15 PM | #14 | |
Join Date: Jun 2013
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Re: Improved Melee Defaults for Skilled Combatants
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To be fair, DF is pretty far afield when it comes to realism, and unrealistic hyperspecialization can be very much in-genre there. I do agree with the sentiment, however - a character who is an unstoppable force with a sword, but largely useless in any other form of combat, seems more appropriate for an over-the-top silly campaign.
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04-08-2021, 12:19 PM | #15 | |
Join Date: Jun 2006
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Re: Improved Melee Defaults for Skilled Combatants
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It's not the high skill case that's giving you the disconnect here, it's that defaults from reasonable levels of attributes or even skills are almost worthless. You may be trying to address the wrong end of the problem here. You can't really fix this with extra defaults or changing the penalties without breaking defaults at the other end of the attribute/skill spectrum (which even now end up needing fixes like the Rule of 20). There's a reason I consider the entire default system to be one of GURPS bigger mistakes. The current best RAW fix is probably the Dabbler perk. You might want to consider requiring a point or two of the first few points anybody puts into combat skills go into melee weapon Dabbler perks. One or two points of instantly reconfigurable Modular Ability limited to the range of skills somebody is supposed to be good in is also workable. I use it occasionally for Jack of All Trades type builds, 10 or 20 points to have a huge range of skills at effectively DX or IQ with a second to switch actually feels like a pretty satisfying model for I'm good enough to figure this stuff out well enough to be moderately competent but haven't practiced any of it so much I can do it *reflexively*, I do have to think about it.
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04-08-2021, 12:24 PM | #16 |
Join Date: Apr 2019
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Re: Improved Melee Defaults for Skilled Combatants
I actually don't think the weapon defaults, as is, are very problematic. I myself probably have a Spear default of 6. That sounds about right to me. The only way I'm going to hit anything about half the time is with a telegraphic attack. I think a default of 7 in Spear is fine. For a guy like me with no weapon training at all. But for the guy who is competing for world champion with the zweihander?
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04-08-2021, 12:30 PM | #17 | |
Join Date: Jun 2006
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Re: Improved Melee Defaults for Skilled Combatants
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It's actually a long-standing difficulty in point build systems. "Johnny One-Spell" is an old problem in Hero/GURPS/Ars Magica. This is arguably just a milder form of a similar issue.
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04-08-2021, 12:47 PM | #18 | |
Join Date: Jun 2013
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Re: Improved Melee Defaults for Skilled Combatants
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04-08-2021, 12:48 PM | #19 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Improved Melee Defaults for Skilled Combatants
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"Talent by Default" doesn't create a situation quite analogous to actual talents. Because the base default is so low, A player has to sink a fair number of points into a combat skill before any other combat skills sees any returns in anything but the default scenario. This might be because I've never run games where multiple characters had multiple combat skills at 20 or higher, but in the 10-20 skill range, -5 default is a huge hindrance to making that sort of default meaningful as a cost saver. Now, I've had players try to stick Physician at 23 and have a usable surgery, pharmacy, and so forth off of it, but that's a different situation, because surgery does something different than Physician. Spear just damages people a different way than a sword. The range of available outcomes is much more similar than something like surgery and physician. Of course, my view on this is skewed, because I think that a 5 point talent just for melee combat (not ranged combat, grappling, and possibly not unarmed combat at all) is just fine.
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04-08-2021, 01:22 PM | #20 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Improved Melee Defaults for Skilled Combatants
It seems to me that part of the issue here is defining weapons skills as if they produce a to-hit target roll in isolation. But there is more to weapons skill use. It includes not just a standing target number to hit; it incorporates the footwork, timing, distance, leverage, and situational awareness that all tie together to produce that target number in the context of a deadly confrontation. All of which are different with different weapons.
On the other hand, with the foregoing in mind, I do think that resistance to Feints or similar combat awareness tests should be based on your highest weapon skill. |
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