01-12-2021, 11:12 PM | #11 |
Join Date: Feb 2016
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Re: Unified Combat Skills
No, the Unified Karate (VH) skill includes Karate Art, Karate Combat, and Karate Sport (each of them being a H specialty), so a character who took Unified Karate at DX+3 would have the specialties also at DX+3. Conversely, if a character took the specialty of Karate Sport at DX+4, they could default to Unified Karate (and, therefore, Karate Art and Karate Combat) at DX+2.
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01-13-2021, 09:38 AM | #12 |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Unified Combat Skills
For me, this why WildCard Skills exist. You don't need to create a new skill for that.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
01-13-2021, 10:57 AM | #13 |
Join Date: Feb 2016
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Re: Unified Combat Skills
I agree, and this is why Wildcard Skills costs an arm and a leg. If you want to know every bladed weapon, take Blade! at DX+2 and Weapon Master (Bladed Weapons) and call it a day. If you want to know every form of ranged weapon not powered by muscles, take Shooter! at DX+2 and Gunslinger and call it a day.
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01-13-2021, 12:48 PM | #14 | |
Join Date: Jun 2013
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Re: Unified Combat Skills
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Again, once you have skill in one weapon skill, unless it's a weird one like Lance, Whip, or perhaps Kusari (or any Force Weapon, seeing as those aren't as easy to come by/improvise), having more is only a small advantage. Admittedly, [+4] to have all weapons may be a bit too cheap, but certainly x3 to cost is far too much. Perhaps making Melee Weapon (VH/DX) would be appropriate, with optional specializations of Axe/Mace (Axe/Mace, 2H Axe/Mace, and both Flail variants at -1), Sword (Knife*, Shortsword, Broadsword, 2H Sword, Force Sword, and maybe the Fencing variants, although a Perk/Technique is probably better there), Poles (Polearm, Spear, Staff, Lance), and Flexible (Kusari, Whip, Force Whip; optionally all at -1), all DX/H. Individual skills could then be taken as optional subspecializations. So now you can build a dedicated duelist with Broadsword at DX+4, a sword specialist with Sword at DX+3, or a knight with Melee Weapon at DX+2, all for the same cost ([16]). *I've mentioned it before, but I favor putting Reach C weapons into Unarmed.
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01-13-2021, 01:34 PM | #15 |
Join Date: Feb 2016
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Re: Unified Combat Skills
Well, I disagree, as knights spent decades mastering their skills, so it should cost an arm and a leg. If someone desires a simpler solution though, they should take a Knight! Wildcard Skill, which would cover everything needed for a knight to do their job.
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01-13-2021, 03:35 PM | #16 | |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Unified Combat Skills
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The official templates are good start for that, by the way.
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” |
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01-13-2021, 04:38 PM | #17 | |
Join Date: Jun 2013
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Re: Unified Combat Skills
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I'll readily admit essentially having a single "Fightin' (Armed)" skill is a bit unrealistic, particularly with how large of a skill list GURPS has (although a lot of that could certainly benefit from condensing). Then again, certain knowledge skills - Biology, for example - probably cover comparable ranges. However, given the effect is to allow for competitive generalists without preventing specialists, I think it's worth the sacrifice. In theory, anyway - it would certainly need playtesting, and probably wouldn't be appropriate for every game. *Considering the character would also have Shield and Riding, with 3 Melee Weapon skills it's going to be rather attractive to just have the skills at DX+1 and boost DX for anything further, which is a big part of why there's a bit of a problem here. And that's not even taking into account they're likely to know Brawling and either Wrestling or Judo. **Arguably, Spear is a better option, as it has an easier default with Staff and I think also has a default with Lance. I opted for Polearm because a knight is more likely to actually be using a polearm weapon than a spear, I feel.
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GURPS Overhaul Last edited by Varyon; 01-13-2021 at 04:46 PM. |
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