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Old 07-22-2014, 02:08 PM   #51
Verjigorm
 
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Default Re: Has anyone done any Melee Weapon Talents?

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Originally Posted by Mr Frost View Post
To get back on topic :

A leveled advantage I made for a game world I'm working on does something along those lines only it's balanced against other world specific stuff however it might suit a Conan game .

It is a modification of Combat Reflexes called Modified Combat Reflexes {:)} that goes thus :
5 points buys Level 0 which gives Combat Reflexes minus the +1 active defences bonus .
15 points {5+10} buys Level 1 which adds +1 to all weapons skills including shields and unarmed/natural , +1 Strength for determining damage {including bows and crossbows} , Strength Requirements {including overcoming Unready weapon condition} and +1 H.P. .
25 points {5+10+10} buys Level 3 which adds +1 to active defences {just like RAW Combat Reflexes} .
Each extra level is 10 points and adds offensive then defensive in turn ; in My setting it maxes out at 5 levels .

If that doesn't suit the perhaps something like this ...
Natural Warrior :
Level 1 [15 points] All critical failures must be verified {re-roll Vs skill and if not a critical failure is merely a normal miss} and +1 to all weapons skills including shields and unarmed/natural , +1 Strength for determining damage {including bows and crossbows} , Strength Requirements {including overcoming Unready weapon condition} and +1 H.P. .
Level 2 [25 points] Luck usable once per combat on roll directly related to combat {includes DX rolls to keep footing/balance and H.T. rolls Vs unconsciousness and death} during combat .
Each extra level add another +1 offence then Luck in turn and costs 10 xp .
Modify costs and set maximum level to suit ? As written , Conan could easily have 5 or 6 levels of this {Howard didn't mind going over the top with His favourite Cimmerian} .

I am not a fan of either method. They are too good for the points cost.
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Old 07-22-2014, 03:19 PM   #52
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Default Re: Has anyone done any Melee Weapon Talents?

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Originally Posted by Verjigorm View Post
Again, we are not discussing Broadsword-20 vs other skills at 20. We're talking about broadsword 16 or 17 vs other weapon skills of 15. And Reaction bonus AND less time spent studying
I was talking about GURPS RAW in that post, where the choice is indeed between one skill at 20 or two at 16 or several at 14/15. As I mentioned upthread, a difference of +2 for the person who specializes as opposed to the generalist is probably alright (I personally think it's a bit too small of a gap*, but it's certainly better than the current situation). Getting there with Talents requires Anthony's suggested [5]/level, and he's noted he (apparently) doesn't use the reaction and studying bonuses of Talents, so if considering his suggestion you'll probably want to say that, at least in this case, the Talent doesn't give a reaction bonus or time reduction and go from there.


*I've obviously got my own ideas, but I could see justification for a setup where the same number of points invested would have a generalist at around 16 for everything (17 for Easy skills, 15 for Hard), a generalist with a favored skill at around 17 for that and 15 for everything else, or a specialist with a single skill at around 20. To implement this under the linked system, I'd just give a cost to boost every skill from default (rather than one at a time) - something like [2] per +1 would mean a DX 10 character having ~skill 16 in everything would cost around [40], which would accomplish all the above (it would be [40] to have skill 17 in one and 15 in all the others, or [40] to have skill 20 in a single skill and defaulting off that for the others).
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Old 07-22-2014, 03:25 PM   #53
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Default Re: Has anyone done any Melee Weapon Talents?

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Old 07-22-2014, 03:42 PM   #54
Varyon
 
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Default Re: Has anyone done any Melee Weapon Talents?

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It doesn't have to be a GM hose-fest - you could simply be a guy with a sword out in the country in a realistic TL3 setting, where everyone else doesn't carry a sword due to the cost. If your sword were to break there, you're picking up an ax or something else.
There are weapons that can be used with Broadsword that aren't actually expensive swords. Pretty much any balanced, one-handed weapon will do (the too-short ones would use Shortsword, while the too-long ones would use Two-Handed Sword, but both of those have decent defaults to Broadsword anyway). Chances are pretty good you'll come across one or more of those - unless, of course, everyone and their brother has decided to carry an axe/mace weapon and you don't have time to snap the head off first (in which case a specialist in Axe/Mace is still far better than a generalist).

Yes, there are cases where having a single skill at a ridiculous level instead of several at a lower level is a liability. For some groups, these cases are rare. I'd hazard a guess that for most groups, these cases are rare enough that the advantage of ridiculous skill outweighs the risk. I also suspect that many players think the risk is far higher than it actually is, and opt to invest in a few backup skills just to be safe.
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Old 07-22-2014, 04:09 PM   #55
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Old 07-22-2014, 04:42 PM   #56
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Default Re: Has anyone done any Melee Weapon Talents?

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…what … special benefits would such talents bring?
How about a +1/lvl bonus to reduce whatever weapon breakage penalties my be in play, e.g. poor quality, parrying a heavier weapon. The idea being you know how to use the weapon in such a way as to avoid breaking it. If that seems like too much, maybe charge a -1 to skill or damage for the +1 to avoid the potential breakage.
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Old 07-22-2014, 07:40 PM   #57
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Default Re: Has anyone done any Melee Weapon Talents?

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Originally Posted by Verjigorm View Post
Again, we are not discussing Broadsword-20 vs other skills at 20. We're talking about broadsword 16 or 17 vs other weapon skills of 15. And Reaction bonus AND less time spent studying
Please note that important difference between Skil-15 and 16 I tried to make earlier. Never mind Skill-20. 1 Skill at 16 is better than 2 at 15.

Not only are there benefits involving crit successes and failures (which can be easily fightwinning by themselves) there's a +1 to Parry at even levels over odd levels.

Afraid of breaking your sword on a critical failure? I know a way to halve that chance (Skill-16) and a way to prevent it happening almost totally(Fine Sword).

Do what you like _after_ you get Skill-16.
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Old 07-22-2014, 08:54 PM   #58
Verjigorm
 
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Default Re: Has anyone done any Melee Weapon Talents?

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Originally Posted by Fred Brackin View Post
Please note that important difference between Skil-15 and 16 I tried to make earlier. Never mind Skill-20. 1 Skill at 16 is better than 2 at 15.

Not only are there benefits involving crit successes and failures (which can be easily fightwinning by themselves) there's a +1 to Parry at even levels over odd levels.

Afraid of breaking your sword on a critical failure? I know a way to halve that chance (Skill-16) and a way to prevent it happening almost totally(Fine Sword).

Do what you like _after_ you get Skill-16.
Skill 16 was just the first break point I went for. At most, the "pure skill" character will only ever be 4pts ahead of the "talent" guy, if they both go into nothing but one skill. So as long as you never want another weapon(like a spear or Polearm for reach and/or damage, Knife for a close-quarters back up, Short sword or Two-handed sword to increase your options of weapons, Staff or axe/mace for using your sword in a murder stroke, etc) then the Skilled individual comes out ahead.

There is a definite advantage to being able to pick up a wooden staff, put a hatchet or long knife in your belt and walk into town and not being completely incapable of fighting your enemies. I guess you could carry a light club, but even that's going to look more suspicious than the staff and hatchet/knife(which have utilitarian and survival basics). If you have to meet some sort of higher society type and you're not allowed to carry weapons? Being proficient with a knife or axe-mace is useful.

It's not more powerful, but it is more utility.
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Old 07-23-2014, 12:30 AM   #59
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Default Re: Has anyone done any Melee Weapon Talents?

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Originally Posted by Captain Joy View Post
How about a +1/lvl bonus to reduce whatever weapon breakage penalties my be in play, e.g. poor quality, parrying a heavier weapon. The idea being you know how to use the weapon in such a way as to avoid breaking it. If that seems like too much, maybe charge a -1 to skill or damage for the +1 to avoid the potential breakage.
Interesting. Currently I'm playing around with "ignore a -1 penalty for things like bad footing, posture, etc. but not for Deceptive Attacks, Hit Locations or Rapid Strike".
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Old 07-23-2014, 05:58 AM   #60
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Default Re: Has anyone done any Melee Weapon Talents?

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Interesting. Currently I'm playing around with "ignore a -1 penalty for things like bad footing, posture, etc. but not for Deceptive Attacks, Hit Locations or Rapid Strike".
I thought about bad footing myself, but there are already several Sure-Footed Perks [GURPS Power Up 2: Perks, p. 8]. I always like to try and come up with something new for Talents, especially something that only a talented person should be able to do, if possible.

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