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Old 09-03-2020, 05:26 AM   #1
Anders
 
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Default Reducing the number of weapon skills

Have you mucked about with redefining the weapon skills in GURPS? Here's what I've done:

All the Fencing skills are reduced to one skill: Fencing. Defaults to Knife and Sword at -4.
Broadsword, Shortsword, Jitte/Sai, and Two-Handed Sword reduced to the Sword skill. Defaults to Knife at -4 and Fencing at -4.
Knife defaults to Sword and Knife at -4.
Two-Handed Axe/Mace and Axe/Mace is one skill, called Axe/Mace. Defaults to Flail-4 and Polearm -4.
Two-Handed Flail and Flail is one skill. Defaults to Axe/Mace and Whip at -4.
Spear and Staff is one skill, called Pole. Defaults to Polearm at -4.
Polearm defaults to Axe/Mace and Pole at -4 but is otherwise unchanged.
Whip and Kusari are collapsed into the Whip skill. Defaults to Flail at -4.

Opinions?
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Old 09-03-2020, 05:41 AM   #2
Maz
 
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Default Re: Reducing the number of wepon skills

I've done almost the same :)

I like it.
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Old 09-03-2020, 06:54 AM   #3
AlexanderHowl
 
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Default Re: Reducing the number of wepon skills

It is fairly unbalanced. In general, I would suggest increasing the difficulty of the skills by one level and only halving the weapon skills. For example, Broadsword would be a H skill and include Broadsword and Two-handed Sword, Shortsword would be a H skill include Shortsword and Tonfa, Knife would be an A skill and include Knife and Thrown Weapon (Knife), etc. That way, people could specialize by the component for the same cost as the current weapon skill list.

Last edited by AlexanderHowl; 09-03-2020 at 07:01 AM.
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Old 09-03-2020, 09:28 AM   #4
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Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by AlexanderHowl View Post
It is fairly unbalanced.
Compared to what? The existing melee system? Sure, but it's supposed to be. What exactly are the effects you see? Why are they an issue?
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Old 09-03-2020, 09:39 AM   #5
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Default Re: Reducing the number of wepon skills

I din't understand the purpose.

Also, I disagree with some of the particular proposals:

Two-handed weapons are used substantially different from one-handed ones, in regard to footwork, parrying, and available lines of attack.

Military spear use and training also bears little resemblance to how staffs are used.

Rapier (epee) is a different style of fighting from sabre.
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Old 09-03-2020, 11:28 AM   #6
AlexanderHowl
 
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Default Re: Reducing the number of wepon skills

It makes a certain amount of sense to have an overarching skill that the weapon skills are merely specialties of. Perhaps a VH Flail would include Flail and Two-handed Flail or a H Axe/Mace that would contain Axe/Mace and Two-handed Axe/Mace.
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Old 09-03-2020, 11:32 AM   #7
Anders
 
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Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by Donny Brook View Post
I didn't understand the purpose.
The purpose is to reduce the number of skills. GURPS is pretty skill-heavy anyway.

Quote:
Originally Posted by Donny Brook View Post
Also, I disagree with some of the particular proposals:

Two-handed weapons are used substantially different from one-handed ones, in regard to footwork, parrying, and available lines of attack.

Military spear use and training also bears little resemblance to how staffs are used.

Rapier (epee) is a different style of fighting from sabre.
Do you have another suggestion? Maybe merge Axe/Mace and Flail into one skill, and the 2-Handed versions into another would be more sensible.
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Old 09-03-2020, 11:40 AM   #8
Anthony
 
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Default Re: Reducing the number of wepon skills

I suggest:

Melee Weapons: DX/H
Covers use of all melee weapons. Optional Speciality: any one weapon type.
Ranged Weapons: DX/VH
Covers use of all ranged weapons. Optional Speciality: any one weapon type.
Unarmed Combat: DX/VH
Covers unarmed combat. Optional Speciality: grappling, slams, striking.
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Old 09-03-2020, 11:55 AM   #9
Anders
 
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Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by Anthony View Post
I suggest:

Melee Weapons: DX/H
Covers use of all melee weapons. Optional Speciality: any one weapon type.
Ranged Weapons: DX/VH
Covers use of all ranged weapons. Optional Speciality: any one weapon type.
Unarmed Combat: DX/VH
Covers unarmed combat. Optional Speciality: grappling, slams, striking.
That's a little too radical for my taste, although I could certain see them as Wildcard skills.
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Old 09-03-2020, 12:08 PM   #10
smurf
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Default Re: Reducing the number of wepon skills

You could use exclamation skills like Sword!?
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