Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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In this case we're talking 5 points for a narrow range of (mostly combat skills) - a focused style. A broad range like knightly combat or such will be more like 10 points. A very broad one will be 15, as much as DX! and about as valuable. Remember, combat skills like a lot of GURPS abilities get less valuable as they become more redundant. So the costs seem fair. This is not "I want a character whose good at DX based skills without buying DX" - it's "I want a character really good at a particular fighting system without being really good at all other DX related skills." Yes you can build William Marshal using the normal rules but no one would ever build a player character that way. Realistically, knights and many other warriors trained from an early age. They should have high levels for their combat skills without necessarily a high DX that allows them to become quickly competent at other physical skills. Talents can be a useful game mechanic to represent this. There's plenty of fictional and even real world precedent for people highly competent at just about everything (high DX and IQ.) But there should be a way to build characters with a more narrow focus. |
Re: Talents & Martial Arts
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Ser Barristan Selmy is described as someone with a gift for swordsmanship (and all other fighting, apparently) and he has trained it for all his life, but he still has other skills. His DX isn't just the basis for his fighting skills, so it makes little sense to artificially inflate it just because they are really high. Quote:
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Re: Talents & Martial Arts
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Given how GURPS makes it very hard to fight multiple foes, if he could even half-way back that boast up, we're not talking skill 16-18. We're talking enough skill to cut through multiple men with skill 14-16 like carving a cake. At his best, he was a painter. A painter who only used red. If not using Weapon Master (which is probably unsuitable for games set in G.R.R. Martin's world), he needs skill in the middle-20s. |
Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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But the marginal utility of raising weapon skill #2, #3, #4, #5, etc. is nowhere near the same as that of the primary weapon skill. Rather than enforce that all characters have only one high weapon skill, I'd rather have the option of being good at more than one available at a more reasonable character point cost. The Job Training trait is meant to address a similar concern. One way of modelling a knight like Ser Barristan Selmy is to give him decent Attributes, high Talent for the things that make him remarkable in-universe, Job Training for his job skills and a solid level of skill bought with points as well. After all, he's presented as far above the elite who are themselves a cut or two above the 'ordinary' knight, which in-setting means a man of superior educational and nutritional opportunities, born and bred to a certain profession and trained since he was five years old. |
Re: Talents & Martial Arts
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Re: Talents & Martial Arts
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The character isn't all that boastful. As far as one can judge from the books and show, he really could have posed a serious threat to the other knights of the Kingsguard, even five against one. A Song of Ice and Fire is usually fairly cynical in tone and a lone hero against several ordinary men generally loses. The most 'cinematic' aspect of the books is that characters exist which are very competent and many of those are point of view characters. On the other hand, skill at arms isn't confined to point of view characters and some 'random' sellswords demonstrate what I'd estimate to be skill 18+ in GURPS terms. It's just that for every one that gets to that point, dozens, maybe hundreds, of levies and men-at-arms die of disease, wounds or other dangers of warfare. |
Re: Talents & Martial Arts
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