Re: Realism; Strength is not important for swordsmanship(?)
Just to add in, based on my reading and knowledge of basic physics and mechanics.
Swords, axes, maces, and even big polearms, are actually quite light. A dagger might be 1 lb. A historical one-handed mace is generally at most 2.5 lb and often much less. A one-handed sword is about 2.5 lb. and a big polearm or greatsword are generally not more than 6 lb. At these masses, it's not just the mass of the weapon that matters. It's also the mass of the arm that matters. Also, with proper form and technique, you're not just swinging your arm. You're putting your shoulder into it, twisting your waist, and even going all the way to the feet with proper footwork. You're often putting your entire body into the motion. (I'm not saying that you put your entire body into it with reckless abandon, but making a strike with a fist, a sword, or a polearm generally involves the whole body.) So, for how fast you can swing or thrust a weapon, the weight of the weapon is generally not important for real historical weapons and their usual weights. Any role playing game that gives drastically more attacks per second to a dagger wielder or shortsword wielder compared to a greatsword wielder is not being realistic, AFAICT, IMHO. (Allowing a dagger wielder to make many more attacks may be cinematic, but 20 lb maces and swords are also cinematic.) Next, as mentioned by another upthread, based on what I've read, I'm dubious as to the claim that stronger people can swing a weapon faster, and I'm especially dubious that this relationship should be linear. I've cited numbers for baseball ball max swing speeds for children in little league, and for professionals in the MLB, and they're actually quite close (60 mph vs 80 mph). Further, from a biomechanical point of view, real human strength comes from muscles, and adding muscles adds weight which needs to be moved, and this (highly amateur) armchair reasoning suggests that you won't see linear returns in weapon swing speed by increasing strength, and it may even go so far as to be a wash, e.g. increasing strength also increases mass, and the net result is no improvement in weapon swing speed. AFAICT, IMHO. |
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Of course, I can readily relent that more strength does mean faster swing, but definitely not linear, for the GURPS definition of "strength". |
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Except for the difference between DX+1 and DX+2 level (+1 and +2 to damage). I find that a bit weird, exactly like for Karate skill. A karateka has to reach DX+0 (or a weapon master has to reach DX+1) to get +1 to damage, which requires quite a lot of training / character points (depending on the difficulty of the skill). But he only needs 4 points more to get +2 to damage. And after that, nothing else. Even if he reaches DX+10. The distribution of theses bonuses sounds weird to me. Something like DX+0 for +1 to damage and DX+4 for +2 to damage would have been more realistic in my humble opinion. |
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Again there are lots of limiting factors in play, not least there's only so fast human arm (and torso) muscles can swing the arm. If you look at the animal world for very fast strikes it tends to come down to specific morphological adaptation to allow for extreme speed, not muscle mass (of course morphological specialisation is a bit out of context here). So yes baseball hitter strength train but there is an point of diminishing returns even when just swinging a bat very hard. *a very relative term, its still complex! **and even then compared to moving weapon around in ongoing combat for attack and defence, swinging baseball bat is a much simpler, narrower use. |
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Here, we have DX+0 and DX+1 for karate and DX+1 and DX+2 for Weapon Master which is just a bit weird. But that is another topic, actually. I am derailing the thread ... Sorry. |
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Although that thread predates my personal experience with HEMA, so I might rethink some things (fencing weapons, for example.) |
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