06-21-2010, 06:21 PM | #11 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Revisiting Talents for Combat
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06-21-2010, 06:36 PM | #12 |
Join Date: Oct 2007
Location: Vermont
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Re: Revisiting Talents for Combat
I'm not so sure. Some people are great at the distance and timing aspects of hand-to-hand fighting that don't necessarily translate to other physical activities.
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06-21-2010, 07:49 PM | #13 |
Join Date: Aug 2004
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Re: Revisiting Talents for Combat
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06-21-2010, 07:51 PM | #14 |
Join Date: Aug 2004
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Re: Revisiting Talents for Combat
Well there is some truth to that. I've surprised the heck out of my martial arts teachers but I am poor at several other tasks. I don't know, I guess if someone wanted one....
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06-21-2010, 10:43 PM | #15 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Revisiting Talents for Combat
I don't think that's quite right. On some level, learning how to fight is all the same. That is, the skills for understanding where to attack, when to defend, and so on are very similar from weapon to weapon. If someone has trained heavily with one melee weapon and has to pick up a completely unrelated melee weapon, he should be better at it than an identical person who never trained in any melee weapons. Also, these are things not represented by Combat Reflexes either.
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06-21-2010, 11:14 PM | #16 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Revisiting Talents for Combat
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06-22-2010, 05:33 AM | #17 |
Join Date: Jun 2006
Location: On the road again...
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Re: Revisiting Talents for Combat
As I understand it, specialized combat talents (such as my own Natural Swordsman and Perfect Throw talents over in the New Talents thread) aren't frowned upon. It's the talents that give bonuses to every DX-based combat skill that are actively discouraged.
An Unbalanced Weapon Talent geared towards the Axe/Mace, Flail, Polearm, Two-Handed Axe/Mace, and Two-Handed Flail skills is a tight enough fit for a lot of people to agree that it probably is balanced enough for use in a campaign. As always, it depends on what the GM allows.
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06-22-2010, 05:59 AM | #18 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Revisiting Talents for Combat
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06-22-2010, 06:06 AM | #19 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Revisiting Talents for Combat
Also, she's forgetting the Reaction bonus with internet fanboys.
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06-22-2010, 10:25 AM | #20 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: Revisiting Talents for Combat
So, I thought I'd next make a few weapons talents and see what you thought was broken, and what you thought was reasonable. They're all built with the standard rules, except that the no combat skills for talents rule is broken. Also, you can guess who would give a reaction bonus.
Fencing Talent [10/Level]: Main-Gauche, Rapier, Saber, Shield (Buckler), Shield (Cloak), and Smallsword Unbalanced Weapon Talent [10/Level]: Axe/Mace, Flail, Polearm, Two-Handed Axe/Mace, Thrown Weapon (Axe/Mace), Two-Handed Flail Blade Talent [10/Level]: Broadsword, Knife, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Thrown Weapon (Knife), Two-Handed Sword Flexible Weapon Talent [5/Level]: Flail, Garrote, Kusari, Two-Handed Flail, Whip Poky Weapon Talent [10/Level]: Lance, Polearm, Spear, Spear Thrower, Thrown Weapon (Spear), Thrown Weapon (Dart) Unarmed Talent [10/Level]: Boxing, Brawling, Judo, Karate, Sumo Wrestling, Wrestling Throwing Talent [10/Level]: Net, Throwing, Throwing Art, Thrown Weapon (Any) Primitive Projector Weapon Talent [5/Level]: Bow, Blowgun, Crossbow, Sling, Spear Thrower Shooting Talent [15/Level]: Beam Weapons (Any), Gunner (Any), Guns (Any) |
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