04-12-2021, 10:16 PM | #41 | |
Join Date: Apr 2005
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Re: Improved Melee Defaults for Skilled Combatants
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Familiarity penalties within a weapon group might be as follows: Different stance or number of hands required, -1 (e.g., Broadword vs. Two-Handed Sword) Significantly different Reach, -1 (e.g., Knife vs. Broadsword) Significantly different Weight or Min ST, -1 (e.g., Broadsword vs. Shortsword) Powered/High-Tech/Supernatural vs. Unpowered Low Tech, -1 (e.g., Broadsword vs. Force Sword) Special Features, -1 (e.g., cross-hilted broadsword vs. basket-hilted broadsword) For example, if you're familiar with a standard cross-hilted short sword, you have a -1 familiarity penalty if you pick up a basket-hilted cutlass, or a broadsword, but a -2 penalty if you use a two-handed sword (different reach, different number of hands), or a broadsword-length force sword (different reach, powered vs. unpowered). Or, if you're familiar with a 10' medieval style glaive with Reach 2,3, you have a -2 penalty to use a 7' naginata with Reach 1,2 (-1 for Different Reach, -1 for different weight and Min ST). |
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04-12-2021, 11:11 PM | #42 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Improved Melee Defaults for Skilled Combatants
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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 Last edited by Polydamas; 04-13-2021 at 12:20 AM. |
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04-13-2021, 01:04 AM | #43 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Improved Melee Defaults for Skilled Combatants
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Which is something I already do when creating characters for a "realistic"* campaign : a trained fighter with all his combat cp in sword and nothing in axe/spear/knife/... better have a good explanation, or they go back to the drawing board. *:DF and the like are another story, obviously. |
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04-13-2021, 08:15 AM | #44 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Improved Melee Defaults for Skilled Combatants
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To bring melee skills more in line with the level of resolution of the rest of the skills, there really should just be one... maaaaybe two melee skills. I get why it is the way it is. GURPS is more of a fighting game than a circus/sport game. But I think there could be more consistent ways of modeling it. The way Area Knowledge is arranged would be a great direction to take all the skills in, imo. As a bonus, it would effectively do away with the default system all together. |
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04-13-2021, 09:06 AM | #45 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Improved Melee Defaults for Skilled Combatants
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If someone knew how GURPS works in general, but not Melee Weapon skills, and was asked to guess the defaults, they would never guess that most of them do not default to each other.
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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 |
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04-13-2021, 11:41 AM | #46 |
Join Date: Nov 2016
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Re: Improved Melee Defaults for Skilled Combatants
I think you should simply resort to a wildcard skill, the ""house-rule"" being you can default to another skill at -5 (instead of DX) if your sill level is 16 or higher and if the weapon requires the same number of hands and shares similar characteristics to your “master weapon” (reach, rigid or flexible, etc.). I would combine this with a “rules exemption perk”, just to make it more legit.
If you are not trained in a certain weapon then you do not get its bonuses (e.g. you don’t know how to use a fencing sword you don’t get the enhanced parry). But you do get the penalties (e.g. unbalanced parry if it is an axe).
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