[Basic] Advantage of the Week (#9): Ambidexterity
Last Week: Alternate Identity; Temporary Identity; Zeroed
Next Week: Amphibious; Aquatic; Semi-Aquatic Ambidexterity (p.B39) is one of those Advantages where the name is spot on: for 5 CP your character is equally proficient using his right or left hand (surprisingly, no rules handy for if you have more than that). This might seem like a Perk level Advantage except the penalty for offhand Skill use is -4. Said penalty is interesting because it is the starting point for the the Off-Hand Weapon Training Technique, which takes 5 points to train a single weapon Skill to the point that you can attack with the offhand at no penalty. In real life, people can learn to be ambidextrous, and to varying degrees of efficiency; the number I've heard tossed around for those people naturally able to use either hand equally well is about 1 in 100, but tracking down a suitable source for that "fact" is proving trickier than I'd hoped, so take that with a grain of salt. Especially when dealing with older relatives, I've heard stories of how the left-hand dominant kids were forced to learn how to use their right hand in school, and even without the imposition it apparently is a common thing: some devices are just trickier/more expensive to make without favoring a single hand, and since most of the population is right-handed, the left-handed have to adapt or pay more. Anyway, that little tangent was brought up because Ambidexterity is one of those Advantages that I assumed could be "learned", but it isn't part of the list on p.B294. I think my gaming group from 15-20 years ago, using 3e, allowed it as a house rule, but at the same time I don't think anyone ever bothered; Ambidexterity was priced at 10 CP under 3e rules, plus if you only really needed it for a single weapon, in 3e Off-Hand Weapon Training was 6 CP: one point more than in 4e, but four points less than 3e Ambidexterity. So...
Based on my limited personal experience, for many characters the off-hand penalty comes up so rarely that it would practically seem like Perk territory. For anyone with a combat emphasis (let alone focus), it can be quite the CP saver, however if you've only got one or two Melee skills where it would matter, one might be better off sinking starting CP into another Advantage only available at character creation, and just learning Off-Handed Weapon Training (even if in the long run you're overpaying). |
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Off-Hand Weapon Training is now a perk that eliminates the penalty entirely for a single skill. Anyone dedicated enough to buy five of these is allowed to trade them in for Ambidexterity, making it a learnable advantage. |
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If someone finds their right hand offensive and cuts it off, would you require them to buy full Ambidexterity to lose the -4 penalty to everything or would you do it some other way.
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[5] feels right for the advantage. Any time I wanted to make a character who uses both hands, I buy it without question. Mind, it's almost always more efficient to just get the perk, but I like ambidextrous characters. The only reason I don't think it is too cheap is because no one takes it unless they want it, and it's cheap enough to never question.
One thing I would change is, you should have dominant hands equal to half of what you have, rounded up, e.g. a four-armed person has two dominant arms, either their 'right' or 'left'. I don't know where, but Kromm pointed out you aren't dominant with any Extra Arms unless you get Ambidexterity. Which I only accept because once a race has six+ arms, they probably are ambidextrous, or took Extra Flexible on their arms (which 'includes' Ambidexterity). Quote:
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I couldn't being far far too left handed. I would have to suffer one arm and greatly reduced manual dexterity. Ham handed might work rather well I think for effects. |
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Does anybody know whether amputation actually results in opposite-handedness over time in humans, as with the fiddler crab?
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In reality, handedness is more about preference than untrained coordination or strength, despite that being the common assumption. Whether, and how long after removal, preference changes is probably just as much an issue of personal interpretation than clinical test results. |
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I find that some players seem to be obsessed with this advantage and take in on all characters. Myself, I don't see it as especially useful at all, compared to Off-Hand Weapon Training for whatever it is you are actually planning on using off-handed.
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Absent actual therapy, I think some analog of the rule for absorbing languages by immersion works well - some number of hours per day (probably lots, you use your hands a lot) counts as on the job study time toward buying Ambidexterity, or whatever other reasonable compensatory advantage the GM thinks you might reasonably acquire to offset a loss. |
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The fact is that the OHW technique is priced fairly compared to other techniques to buy off situational penalties. That it's not a good deal compared to Ambidexterity probably means that Ambidexterity isn't priced correctly since its basically a wildcard technique to buy off all off-hand penalties. 15 points might be a better choice.
At 5 points it is a too-obvious pick for anyone who wants to do any double-handing. There's no question whether to take it or not. At 15 points it's more of a character-defining trait, and more appropriate for its actual rarity in real life. |
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It's only truly useful in niche occasions where you can't use your primary. I don't see 15 points of utility on par with Combat Reflexes or Empathy.
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In essence it turns your mediocre back up into a really good one. I would demand added primary function for 15 points.
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If Ambidexterity is fair at [5], then perhaps Off-Hand Weapon Technique is overpriced, the penalty for using the offhand is too severe and/or Techniques aren't quite properly priced? In this case, RAW has revealed that at least Off-Hand Weapon Technique is overpriced, as it is now available as a penalty eliminating Perk. I am kind of counting on the rest of the board showing me the error in my thinking, but I wonder if -2 penalty is more accurate for using your off hand; I mean it is kind of like having an "unfamiliar model" penalty for your own hand since it is still your hand, just not the dominant one with which you are "more familiar". A +2 circumstantial bonus seems inline with a Perk. I still wonder if we shouldn't have "Easy" Techniques as an option to reflect those things that you do still perform at a penalty (or equal to skill) but that you can rapidly raise disproportionate to the control skill's level. In case I sound far more confident and demanding than I mean to be, I haven't even jotted this down before to give it a good once over, let alone tested it in play or real life, so... yeah. Mostly for entertainment value and to underscore why sometimes, specific mechanics don't play nice with each other. XD |
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It's common opinion that the offhand weapon perk is the best way to go and that the technique was unfairly priced.
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How many times in your life have you been able to shoot a wholely unfamiliar firearm by GURPS standards? It's a fairly high bar... |
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I think guns have one of the shortest familiarizing time frame out of all skills.
They're carefully designed to be as user friendly and idiot proof as possible. Of course that doesn't help when the designers are "idiots". |
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Looking at making ambidexterity a species trait for extraterrestrial species. |
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The more linguistically adept a species is the more handed individuals there are. Parrots have similar proportions to us 85/15 but reversed. Left clawed more common.
The asymmetry tilts with which hemisphere hold the language centers most often. In humans it's the left, with parrots its the right. I've read that most other animals have an 80/10/10 split with no preference being the most common. I've read of octopuses having a single preferred limb. |
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Well then it would seem that terrestrial handedness is generally a function of the growth of one part of the brain for language and the basic model of brains being very similar (though the octopi do bear watching) accounts for it. That may not hold true for extraterrestrial species so I am thinking there is no onus to letting them be ambidextrous. Unless of course handedness would be a trait that crosses species lines because of ancient life seeding programs with the same root stock.....(Cue portentous music)
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Handedness is merely specialization. And it's hard to imagine a species that gets the best of both sides without any drawbacks. But life is full of no-fairs, both good and bad.
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I long ago decided that _Ambidexterity_ was a _Hard Technique_ of life. Thus one could buy-off the off-hand penalty in levels.
Though rather than making it 2/3/4/5 I make it 1/2/3/5 to encourage people to take it but leave it at -1. Something I extend to all _Hard Techniques_, it's 1/level but the last is 2. |
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I often go for Ambidexterity. Also Extra Attack and TBAM. I like someone dangerous with a wide range of skills and weapons. I tend to play very focused assassin types, the advantages above lend themselves to flexible responses to challenges.
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He certainly fits cinematic combat monster from what I hear. Would off hand weapon training cover loading a gun as well? |
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2) Downsides of ambidexterity as a zero-point feature? Most of what I can come up with are things like it affects writing, personal gestures, tool designs, and architecture for the society of a race of ambi's. Thoughts on more personal downsides? |
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If you don't have at least five things you want to be able to do equally well with both hands, why are you interested in buying it in the first place? |
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I tend to have my combat characters always purchase Ambidexterity (at 5 points, it does not make any sense to not purchase the advantage). Not only does it make Dual-Weapon Attack feasible with a Skill level 20, it also means that you are not screwed over if one of your hands is crippled from damage.
As for the unarmed combat rules, it makes perfect sense that you would use each hand equally well because every martial art that I have studied trained every limb until they performed equally well, though sometimes they over train the off-hand. In my case, I am right-handed, but my left arm is stronger and more accurate when it comes to punching because I over trained my off-hand during my youth in order to gain an advantage during tournaments against people who expected right-handed attacks (I did the same thing with my left leg). Any martial artists who depends on just their dominant hand is going to be at a massive disadvantage in sparing, tournaments, etc. |
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I've never met an actual ambidextrous person in my life. It would be literally impossible to train me to use my right hand in any way other than a clumsy child.
But for combat monsters and only costing five points, it is quite common among my characters too. |
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