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Old 08-12-2014, 02:36 PM   #21
RafaelLVX
 
Join Date: Sep 2007
Location: Porto Alegre, Brazil
Default Re: GURPS Overhaul - Combat Skills, take 2

Am liking some ideas in this thread. Bookmarking to study later.
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Old 08-13-2014, 08:33 AM   #22
Varyon
 
Join Date: Jun 2013
Default Re: GURPS Overhaul - Combat Skills, take 2

I've made some slight modifications to post #2. First off, I had failed to include what Axe defaulted from. Secondly, I've modified Fast Progression to be only a +1 to difficulty, as otherwise it's a horrible choice - a +2 to difficulty works out to be [8] to get back to the same level, but that only gives a +1 to damage - Striking ST (Single Skill) is probably worth around [3], and this is one level of that for swing, two levels for thrust, so somewhere between [4] and [5] is appropriate; [4] works for me.

I debated having Weapon Master give +2 to progression (rather than +1), and may still do so. There's been a rumor for some time of a full Weapon Master breakdown being published, so I'd prefer to wait for that to see what each of the components (access to cinematic skills, reduced Rapid Strike penalties, reduced Cumulative Parries penalties, and damage bonus) is currently worth before deciding.
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house rules, overhaul, parrying heavy weapons


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