10-12-2010, 11:50 AM | #41 |
Join Date: Aug 2007
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Re: Weapon skills, what I would change with GURPS
A worthwhile suggestiion. Weapon Parry could be Unfamiliar to a specific Style and give -4/2 to Parries but 8 hours of training could familiarise him with such use instead of multiples of 200 hours.
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Fred Brackin |
10-12-2010, 06:41 PM | #42 |
Join Date: Jan 2006
Location: Central Europe
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Re: Weapon skills, what I would change with GURPS
I agree. This seems like a rare situation: the main times I can think you would learn attacks but not parries with a weapon is a "weapon and big shield" style (where you rely on Block), or learning to kill someone with a knife. Even then, someone who learned Armatura but has no scutum should be better on the defense than an untrained man with a shortsword. Attacks and parries tend to overlap.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
10-12-2010, 06:58 PM | #43 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Weapon skills, what I would change with GURPS
This is gurps, so why not a high DR golem that doesn't care to defend itself?
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10-12-2010, 07:03 PM | #44 | |
Join Date: Sep 2009
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Re: Weapon skills, what I would change with GURPS
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My biggest problem is imagining why a character needs to have a high skill in hitting others with a shield to be good at blocking. It seems like there should be a way to be good at blocking and not good at shield-bashing. |
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10-12-2010, 09:13 PM | #45 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Weapon skills, what I would change with GURPS
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I really think something technique-level is the way to do this, along with a technique mastery perk for styles that really emphasize just offense or defense with a single weapon. |
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10-12-2010, 09:17 PM | #46 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Weapon skills, what I would change with GURPS
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My suggestion would be you need at least 1 point in the base skill, but can buy up a "parry/block only" hard technique, and allow styles that might focus excessively on one use a Technique Mastery perk. It's pretty nice so long as you have your preferred weapons, but it cuts into the specialized training you can do before it's just better to buy up base skill, so even defensive shield specialists are often still pretty good at whacking people with their shield if they need to at higher skill levels. Last edited by Crakkerjakk; 10-12-2010 at 09:25 PM. |
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10-12-2010, 10:13 PM | #47 | ||
Join Date: May 2005
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Re: Weapon skills, what I would change with GURPS
Doesn't reflect reality. You put in your 8 hours and then you parry at full effectiveness, even if for the rest of your life you use sword and shield. Unless your familiarity wears off, which is starting to sound like a kluge.
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TeV |
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10-12-2010, 10:21 PM | #48 |
Join Date: Apr 2007
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Re: Weapon skills, what I would change with GURPS
Of course, what'd you get if you did break up attack and parry would be one of two things...
People who buy high attack and find some way to crank up Dodge and not worry about parry... People who buy high attack and wear heavy DR armor and just All-Out Attack all the time. |
10-12-2010, 10:39 PM | #49 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Weapon skills, what I would change with GURPS
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Yeah. Normally enhanced parry with a single weapon is 5 points. 10 for all of em. I'd say single weapon might be a little overpriced, and remember, you need two points to get a single point of increased parry. Plus I'd probably only let you buy it up 4 levels before requiring TM. Still, prices are a little off. And I'd only allow it for parry/block. Attack is used for too many different types of maneuvers. You start at a basic competency level at both hitting things and defending, and may optionally buy up your parry by 2 points for 4 points..... yeah, I dunno, costs are still probably off. But I really hate the idea of giving a whole nother skill melee types need to learn. I think there's too many damn skills as it is, and I prefer the rules to be built for the most common case, so that it's only the wierd exceptions that need funky builds to be covered, not everyone. |
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10-13-2010, 01:49 AM | #50 | |
Join Date: May 2005
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Re: Weapon skills, what I would change with GURPS
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Just have to drop the one line from Basic that says optional specialties are only for IQ-based skills. TeV |
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Tags |
4th ed, 4th edition, combat skills, skills revisited |
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