06-02-2020, 02:16 AM | #11 | ||
Join Date: Jan 2010
Location: Brighton
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
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I thought the two swords at one time there was really just a small subset of techniques in that school. Still It is two at once! Quote:
1). a determined grappler is likely going to be using two hands so will be unarmed which means they will suffer the parrying weapons while unarmed issues. Or of course they grapple one handed and have their own reach C weapon to attack and parry with, but that's not a great grapple 2).It also means they really have to try and grapple the arm withe the C weapon which might mess with their ideal grappling choice. But what Grappling rules you use will effect how much some of this matters and how it all plays out though Another good use is if you are fighting some with long weapon to just close the distance to C and stab away with your C weapon. Obviously this works better if you can manoeuvre your opponent into a position where you can keep them there and they can't just retreat or step out. or you combine this with a wait to keep in them C range for long enough to really get them. Basically as I said in my first post having a range of reaches (especially C) available to you gives you options.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 06-02-2020 at 02:49 AM. |
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06-13-2020, 11:55 PM | #12 |
Join Date: Dec 2004
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
Coming in a little late here, but GURPS Martial Arts has the Weapon Adaption perk that allows using one weapon with another weapon skill. So for two swords, you could simply buy up Broadsword and take a Weapon Adaption Perk (Shortsword to Broadsword.) So you'd only need to buy up one skill. It's more of a stretch but a generous GM might allow the same for Rapier & Main Gauche.
As for streamlined skills, using the Wildcard skill rules I suggest: Sword (DX/H): Broadsword, Short Sword, Two Handed Sword Pole Weapons (DX/H): Staff, Spear & Polearm Impact Weapons (DX/H): Axe/Mace and Two Handed Axe/Mace Flexible Weapons (DX/VH): Flail, Two Handed Flail, Kusari, Whip Fencing (DX/H): Rapier, Small sword, Saber, Main Gauche |
06-14-2020, 11:07 AM | #13 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
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06-14-2020, 03:09 PM | #14 |
Join Date: Aug 2005
Location: Cowtown, Canada
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
I've found a hatchet can be a good off-hand weapon; does decent damage on its own and is throwable in an emergency. It can also be used to hook an enemy's shield or weapon for a follow up with your main weapon.
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06-14-2020, 08:13 PM | #15 | |
Join Date: May 2010
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
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Edit: whoops, originally said "skill adaptation" not "weapon adaptation". Really are too many of these perks to keep straight! Last edited by Michael Thayne; 05-30-2021 at 11:07 AM. |
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06-15-2020, 12:46 AM | #16 |
Join Date: Jun 2013
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Re: [Martial Arts] Are styles that require two sword skills a bad deal?
Personally, I often feel Knife should use unarmed skills; knife-fighting seems to have a lot more in common with unarmed combat than armed.
For my old Combat Skills Overhaul (actually, the Mk. 2 version of it), I roughly consolidated to 10 skills to cover all of melee combat. These were Grappling, Brawling, Shield, Knife, Sword, Axe, Spear, Polearm, Whip, and Flail. Some of these required specialization - Shield could be Buckler, Cloak, Guige, or Shield (representing a strapped-on shield), Sword and Axe required 1H vs 2H, and Flail required 1H vs 2H vs Kusari. Every specialization defaulted to the others at -2 (except Cloak, which defaulted with all the other Shield specializations at -3). There were then a plethora of options to modify the skills to get them to roughly match what currently exists (and a bunch of other stuff, because my Overhauls are nothing if not excessive). Looking at it now, I'd be strongly tempted to just do away with Grappling as a separate skill; after all, all weapon skills include grappling with the weapons as part of the deal, and I don't see why unarmed skills should be different. Merging Whip in with Flail probably wouldn't be too awful, alongside merging Knife in with Unarmed. Having Fencing skills would probably just be a Feature for a given character and influence all of their skills, or a Perk per skill if the character can choose Fencing or Standard ([5] to be able to do it for all skills). So, roughly:
Specializations default to each other at -2; additional Specializations cost [+1] each. Optionally, treat grappling as a Specialization of each skill (using Brawling for unarmed grappling, or grappling with a knife); otherwise, it just uses the weapon skill. When defaulting from another skill, you must still choose a specialization; match specializations when possible (so a character with Sword (One-Handed) 16 has Sword (Two-Handed) 14, Axe (One-Handed) 12, Axe (Two-Handed) 10, Spear (One-Handed) 12, and Spear (Two-Handed) 10). Buying a skill up from a default costs half as much as usual. Note Weapon Adaptation is no longer a valid Perk with this system; it's essentially built into the specializations.
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GURPS Overhaul Last edited by Varyon; 06-15-2020 at 12:54 AM. |
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