05-18-2019, 10:59 PM | #11 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Utility of High Combat Skills
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But then the other Characters are all Face/Techies... so someone has to rule the combat spotlight (most of the techies can hold out their end, but really all three are about equal to my Character alone in combat) while they have all the other stuff locked down well. |
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05-19-2019, 12:28 AM | #12 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: The Utility of High Combat Skills
If combat is common enough, and high enough stakes, then yes a high combat skill is very worthwhile. Even if the GM doesn't usually apply many environmental penalties (like those for poor light), high skill is useful.
In melee it lets you aim for harder to hit locations and still have a 16- to hit (for 'crit fishing'), and any surplus can be applied to Deceptive Attack, as that retains value until you've put enough in to reduce the opponent's defence down to 4-. For a ranged attacker it lets you not bother with aiming, aim for small hit locations at great range, and hit many times with automatic weapons. With sufficient skill you can do things like hit the eye many times with an automatic weapon without aiming at short range, or at a longer range if you aim. Many (but not all) of the benefits of high skill can be replicated by other, cheaper, advantages, such as Night Vision to remove lighting penalties, Gunslinger to increase hit chances, and so on. But high skill levels are flexible - in one fight they might be used to compensate for poor light, in another to deceive someone with high defences and hit them regardless, and so on.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
05-19-2019, 01:06 AM | #13 |
Join Date: Jul 2015
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Re: The Utility of High Combat Skills
I don't like it. Maybe it's just the campaigns I've played in, but it feels overpowered to me, especially if the other players aren't close to that. The GM needs to balance things, but if you get into combat and you have a 24 skill and the other players have 14 skills, the NPCs will likely be around 14 as well meaning you will cut right through them.
Failure is a good thing in these games. Without a real risk, the victory is non-existent. |
05-19-2019, 01:20 AM | #14 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: The Utility of High Combat Skills
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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05-19-2019, 03:39 AM | #15 |
Join Date: Mar 2013
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Re: The Utility of High Combat Skills
In combat heavy, low tech games, high melee skill is incredibly useful. Reliably breaking defences or auto-hitting locations that are one-hit/one-kill is great. High ST is also amazing.
For raw, immediate combat power, I would tend to prioritise ST and skill, followed by other valuable things such DX, HT, Combat Reflexes, Luck, Extra Attack and Weapon Master. |
05-19-2019, 03:44 AM | #16 | |
Join Date: Mar 2013
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Re: The Utility of High Combat Skills
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This assume a combat heavy setting of course. |
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05-19-2019, 07:09 AM | #17 | |
Join Date: Feb 2019
Location: Amboise, France
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Re: The Utility of High Combat Skills
There is something interesting about a "rule of 16" for combat reported in the very good How To Be A GURPS GM p.60, credited to Kromm himself :
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05-19-2019, 07:33 AM | #18 | |
Join Date: Mar 2006
Location: Iceland*
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Re: The Utility of High Combat Skills
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It's pointless to unerringly hit helmet eyeslits if the skill 14 (Parry 10) opponents with Combat Reflexes (+1 AD) and Large Shields (+3 AD) defend against it 90-95% of the time, depending on whether they Retreat.
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Za uspiekh nashevo beznadiozhnovo diela! |
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05-19-2019, 09:02 AM | #19 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Utility of High Combat Skills
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[EDIT] It's an option straight out of Basic. I have no idea what Kromm is on about in How To Be A GURPS GM. [/EDIT] Last edited by evileeyore; 05-19-2019 at 03:13 PM. |
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05-19-2019, 09:20 AM | #20 |
Join Date: Feb 2016
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Re: The Utility of High Combat Skills
I honestly think that should apply to every contest. Someone with a '30' should gain some benefit against some with a '14'. It would be fair if the person with 30 rolled against a '16' and the person with '14' rolled against a '7'.
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