Reducing the number of weapon skills
Have you mucked about with redefining the weapon skills in GURPS? Here's what I've done:
All the Fencing skills are reduced to one skill: Fencing. Defaults to Knife and Sword at -4. Broadsword, Shortsword, Jitte/Sai, and Two-Handed Sword reduced to the Sword skill. Defaults to Knife at -4 and Fencing at -4. Knife defaults to Sword and Knife at -4. Two-Handed Axe/Mace and Axe/Mace is one skill, called Axe/Mace. Defaults to Flail-4 and Polearm -4. Two-Handed Flail and Flail is one skill. Defaults to Axe/Mace and Whip at -4. Spear and Staff is one skill, called Pole. Defaults to Polearm at -4. Polearm defaults to Axe/Mace and Pole at -4 but is otherwise unchanged. Whip and Kusari are collapsed into the Whip skill. Defaults to Flail at -4. Opinions? |
Re: Reducing the number of wepon skills
I've done almost the same :)
I like it. |
Re: Reducing the number of wepon skills
It is fairly unbalanced. In general, I would suggest increasing the difficulty of the skills by one level and only halving the weapon skills. For example, Broadsword would be a H skill and include Broadsword and Two-handed Sword, Shortsword would be a H skill include Shortsword and Tonfa, Knife would be an A skill and include Knife and Thrown Weapon (Knife), etc. That way, people could specialize by the component for the same cost as the current weapon skill list.
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I din't understand the purpose.
Also, I disagree with some of the particular proposals: Two-handed weapons are used substantially different from one-handed ones, in regard to footwork, parrying, and available lines of attack. Military spear use and training also bears little resemblance to how staffs are used. Rapier (epee) is a different style of fighting from sabre. |
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It makes a certain amount of sense to have an overarching skill that the weapon skills are merely specialties of. Perhaps a VH Flail would include Flail and Two-handed Flail or a H Axe/Mace that would contain Axe/Mace and Two-handed Axe/Mace.
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I suggest:
Melee Weapons: DX/H Covers use of all melee weapons. Optional Speciality: any one weapon type. Ranged Weapons: DX/VH Covers use of all ranged weapons. Optional Speciality: any one weapon type. Unarmed Combat: DX/VH Covers unarmed combat. Optional Speciality: grappling, slams, striking. |
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You could use exclamation skills like Sword!?
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That is due to the benefits that come from taking skills. I find that reducing specific skill penalties by one for every 4 CP invested in a skill (and specific technique penalties by one for every 1 CP invested in a technique) tends to encourage people to purchase skills (defaults are not considered penalties). That way, a character with DX 10 who spends 44 CP on Karate receives a much better result than a character with DX 18 who spends 12 CP on Karate.
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I already have a problem with weapon skills being very cheap to raise as opposed to DX, where a fighter with DX 10 and Broadsword-25 can easily defeat almost any opponent, despite spending "only" 60 points for the privilege of being the greatest. Capping points allowed in one skill or requiring UB above a certain level can fix this, and there are other fixes as well, but in my mind making a more general skill for the same cost exacerbates this issue. Part of the problem might come from the fact that skill gives you better attacks, better defenses, and even the potential to do more damage (by targeting locations), so there's really a lot in that one package of melee weapon skill. Further separating these components would be a more radical change...
Perhaps there is room for something in between a basic GURPS skill and a Bang! skill? Like a "highly general" skill that costs double instead of triple? |
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And I would not allow a person to buy up a skill to DX+15, unless I was running an over-the-top campaign. |
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It's a house rule and seems reasonable as that.
As long as it applies to everyone during the campaign it is balanced. I can see it done across the board with the guns and gunnery skills, also the sciences, armory, engineer, electronic operation, electronic repair, etc. But most of these are for modern and sci-fi campaigns, you may not have to deal with them right now. The only concern I would be looking for your weapons skills consolidation is if this will make non combat characters cost more than combat characters. As combat skills are being reduced and made more broad your non combat characters/players will be paying more for the same in their own area of expertise. So you may think about consolidating musical instruments skills, social skills (fast talk+diplomacy?), other specialists skills (stealth+shadowing), etc. Do it across the board, not just for combat skills and you will be good. |
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Yeah, speaking of Guns...
Musket, Rifle, and Shotgun can be collapsed into Long Arm. Pistol and SMG can be collapsed into Sidearm (is there a better name?).That's probably all I'd do with the Guns skills. I have no problem with Artillery or Gunner skills. Or unarmed skills - they all seem to fill a niche (if I had to remove one it would be Boxing). And for Innate Attack I'd remove the mandatory specialization but make it DX/Average. |
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I have tried doing this as well, and the only thing I managed to work out is that the fencing skills are not needed and are instead turned into techniques for knife, shortsword, and broadsword skills.
There is a big difference in using one handed weapons and two handed. So having a one handed axe/mace skill and a two handed axe/mace skill is a must, same for flail. Polearms are also different. You don't use a halberd the same way you use a spear nor a staff. So you need the 3 different skills. (You can use a staff like a spear, and even like a halberd). Whips are unique, You have 2 different skills named Kusari for weighted whips that require two hands, and the other named whip needing only 1 hand. "Bladed" weapons are harder. You need 4 skills at least. This is because the way you use a greatsword/longsword (Two handers) is different from the way you would use an arming sword (Broad sword for you peasants :D) which is different from the way you would use a shortsword/messer which is different from the way you would use a dagger/knife! I would argue that you need 5 skills because the way you use a true greatsword is different from the way you use normal two handed swords (Longswords and bastard swords). So, with all that, the only change I ever make is getting rid of the fencing skills in favor of fencing techniques. Only for what I already mentioned. |
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Interesting. Meditate on this I shall.
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Back in 2016 here was my take
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If one skill is enough to dominate, then I'd assume the GM is letting it. Is that broadsword user going to have a ready blade when the batlord crashes a fancy dance? Is the user going to be able to fight off diffuse enemies? Will they see the traps in between them and the ogre? And this is all assuming that dealing lethal damage is even the goal! The literal one skill I see easily abused in my campaigns at high levels is Stealth. And because I'm almost entirely under control of what situations can be solved with or even need Stealth, I don't have an issue with it. Every other skill has limitations of some kind built into them. On topic, I think it's fine. I could see bumping them all a difficulty level and letting the RAW skills become specialties. And on the note of Bang! skills I think the weapon ones are also pretty bad. Sword! just doesn't cover that much compared to other ones. And is pretty poor compared to Weapon Talent [15] which is itself poor compared to DX [20]. |
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The thing about melee weapons is that there's a body of broadly transferrable skills, and then there's a set of specific subtleties to weapons (which actually apply in both directions; it helps to know how to use your opponent's weapon).
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From the last time the topic came up:
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If I wanted to make more categories, I'd go with something like: Melee Weapons: you should pick your preferred melee weapon. It has the following traits:
Adjust penalties to taste. |
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Karate? Fencing tech and Weapon parry tech. |
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I've toyed around with making the entire weapons system a skill. As in you learn "Broadsword and Shield" as a single skill.
I've also thought about making "Melee Combat" a single skill and having weapons bought as techniques. But I haven't played low-tech combat eccentric games in a while, so I've saved my players patience with house rules for more important tweaks, and haven't tested these. |
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Skill are really just superfluous in general. We could just turf them all and simply roll attributes.
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You need a main skill at Attribute +3 before defaulting to Skill-4 is even as good as a single cp in the Skill itself. That's 12 cp in your "main" Skill. That's a lot for someone who's not a weapon's master. It'll probbaly be much more efficint in the long run to buy up Dex and spend single cps to get that broad range of weapon Skills even if you find uses for them. I had a character who was basically a profesional duelist and that's what he did. Even though his Two-handed Sword-24 gave him Broadsword-20 he bought up the Skills as normal rather than trying to create a web of Defaults. A single cp gave him Skill-21 in any weapon (22 in Knife). |
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Hm, how is that possible? You would need DX 21 for 1 CP to matter for improving defaults for a character with Broadsword-24 (and it would only matter for Force Sword). A much cheaper build would be DX 14 and Shortsword-24, and spending 4 CP in Broadsword to allow the chain from its effective 23 and Knife to chain off its effective skill 22 (at worst, you would end up with between 18 and 24 in all Fencing weapons, Sword weapons, and Tonfa). Conversly, purchasing those eleven skills at 18 would cost the same character around 80 CP more than doing the default chain.
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Note that the DX 22 build gives you all Average weapons at 21 for 1cp and not just the so-so Blades chain. Also benefitting are Ranged Weapons and Dodge and Basic Speed and non-weapon Skills like Pilot. Just because the character was a professional duellist doesn't mean he was intended to do nothing in the game except duel. |
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If you haven't had a player sigh and say "this is all just so complicated" before, then you're in a good spot for your rules set. I have, and it can take the wind out of your sails. To answer the OP - at first glance it seems fine to me, but obviously make sure it hits the entire table equally. |
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But as for that -4, the point was really for high skill users. People with high DX don't need it, it's the characters who invest heavily in a given skill that do. With -4, you can know you can pick up any weapon and be fine with it if you are amazing with any given weapon. (Then again, I also use a house rule that makes buying up from default not a trap) Quote:
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*Bow! *Sword! *Whip! It comes off as trying to have wildcard skills without having actual wildcard skills. More over if mundane skills are broader than wildcards skills then that is clear sign something is wonked. Also when you think about it these skills are so close to Weapon Master (small to medium class) [30 to 35] that it isn't funny, And when mundane drivel cinematic advantages and are far cheaper something has clearly gone wrong. |
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Fictional characters that likely have Wildcard skills: *James Bond (movies): Spy! *Washu Hakubi (most of the 13+ Tenchi continuities): Inventor! and Science! *Artemus Gordon (The Wild Wild West TV series): Spy! *Professor Roy Hinkley aka The Professor of Gilligan's Island: Inventor! and Science! *Some interpretations of Sherlock Holmes (not the canonal version): Detective! *Alfred Pennyworth (Batman's butler): Servant! *Doctor Stephen Vincent Strange: Occult! |
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If I was fixing overly narrow Skills I'd do it some place where overspecialization is much more obvious. Perhaps in that tangle of Skills affected by Business Acumen. |
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Or possibly a theoretical solution in search of an actual problem. I've run in the past for groups that wanted simple combat. I've never even seen anyone who wanted a Technical Grappling level of detail but I've also never seen anyone who complained about having to have different Skills for broadswords and axes. |
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Its odd because GURPS combat rules are based heavily on the SCA, and SCA fighters have to learn a range of weapons as weekend warriors. |
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Which would be easily solved by having a DX/H Fencing skill and a DX/H Sword skill (which would default to each other at -4). The individual fencing and sword skills then become optional DX/A specialties. SCA people tend to specialize in a preferred weapon combination in my experience, though they dabble with a few others.
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No, I mean changes like "charge and break your lance, draw an estoc, drop the estoc, pull out a hammer, beat their helmet in, put it away and draw a cutting sword ..." Historically, high-status warriors, the kind who would have several skills around 12-14 in GURPS Tactical Shooting terms, carried as many sidearms as they could and swapped as needed.
To make that happen in GURPS, the price of being competent in a variety of weapons has to be competitive with the advantage of having just the right weapon. If its easier to just make your best weapon work, characters will do that. That means less harsh defaults between skills and probably fewer skills. |
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If I were doing it, I'd Split them up as One-Handed, Two-Handed and Long Reach. Fencing would a special property/technique of One-Handed weapons that are exceptionally light compared to the users Basic Lift. Balanced vs Unbalanced would be either mandatory specialization/technique or another division, making 6 skills total. Whips would be a difficult technique of one-handed weapons (do two handed whips exist?).
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Just one example: Axe/Mace defaults to Flail-5 or DX-5. However skilled you are at Broadsword or Shortsword, pick up an axe and you are relying on raw DX in GURPS.
In the real world, there is very little evidence for any special training program for axes, hammers, and maces in western Eurasia, even amongst the kind of people who were expected to know how to use one. Most warriors seem to have taken the view that if you could use a sword, you could figure out an axe, hammer, or mace. So I would have the different one-handed Melee Weapon skills default to each other at no worse than -4. The duellist focuses on a single skill, while the combat soldier buys several (giving defaults in most weapon skills) and probably buys a few others up from default. |
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Additionally, I'd make "combat styles" include a list of weapons they gave familiarity with, and make them a package deal with a steep discount. |
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I think putting shortsword and greatsword in one skill and knife in another is placing the break in the wrong place. I'd suggest something more like Short Blade (replacing Knife and Shortsword) and Long Blade (Covering Broadsword and Two-Handed Sword).
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That's a good point. Hmmm... Tinker tinker
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Look at the 4e conversion of the historical people from GURPS Who's Who 1 and GURPS Who's Who 2 (so no "But i don't have the book" BS) and AFAIR not that even the "warrior rulers" reach the 5 skill mark. For example, King David ben-Jesse is as 4 weapon skills: Bow, Shortsword, Sling, and Staff. Sure Sling in terms of point Sling is high but per the Goliath knockdown it is supposed to be high. Alexander the Great is in much the same mood and his skill points are more in the 1-4 point range Quote:
The Swords page at GURPSwiki goes into that it is how the terms are used vs what they meant in real life. Fencing is more properly with a light sword with a maximum length of 43.3 in which by length would put it in the longsword lengthwise but trying to that type of fencing with an actual longsword would get you a serious case of dead. As I pointed before (and people in support of this ignore) when you think about it the suggest skills are so close to Weapon Master (small to medium class) [30 to 35] that it isn't funny, And when mundane skills are better then cinematic advantages and are far cheaper something has clearly gone wrong. Weapons Master is the three rail in all this because "You are familiar with – if not proficient in – every weapon within your class. This gives you an improved default: DX/Easy weapon skills default to DX-1, DX/Average ones to DX-2, and DX/Hard ones to DX-3." (B99): *All muscle-powered weapons (45 points) *A large class (such as all bladed or one-handed) of weapons. (40 points) *A medium class (such as all swords) of weapons. (35 points) *A small class (such as fencing weapons or knightly weapons), of weapons (30 points) *Two weapons normally used together such as broadsword and shield or rapier and main-gauche. (25 points) *One specific weapon. (20 points) So we are basically being suggested three mundane skills each of shich is better then a cinematic advantage and is cheaper. How in the name of sanity does that make any degree of sense?! |
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Maybe the simplest solution here is Talents. And you don’t even have to invent house rules! Just create some 5-pt talents: swordsman (all sword skills), chopper (axe/mace, flail, 2h axe/mace, 2h flail, polearm, maybe also kusari/whip), knifer (knife, shortsword, maybe throw in fast-draw or thrown knife to fill this one out), etc. The names could use help but you get the idea. At 5/lvl these cost a bit more than skills to raise, but come with a reaction bonus (using Basic talents here, PU talents could allow a more nuanced approach with alternate benefits/costs).
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I kind of like the idea of reworking weapon skills into 3 DX/VH skills, with a +2 perk for familiarity with a given weapon. I'd make them:
Melee Weapons Shooting Throwing I'd also extend this to unarmed skills (DX/E): Unarmed striking Unarmed grappling where the first point gives you access to maneuvers, and you have a thrust and ST bonus based on the character points invested. These would also come with the unarmed parry penalty, but that can be bought off as an average maneuver (4 points to eliminate). Right now I'm considering an unarmed bonus of +1 ST while using that skill per 4 character points invested in the skill, doubled for TBAM to encourage skills over raw DX. The bonus should be somewhat competitive with Striking ST (striking only) or Lifting ST (grappling only). I'd also extend this scheme to Weapon Master instead of the "per die" bonuses. This encourages actual character points in training. It also helps even out the disparity between a massive bonus on an already powerful attack vs a tiny bonus that a regular ST10 person gets on a mediocre weapon. |
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BTW a Thrown Weapon talent would be 7/level per Smooth Talent Cost rules |
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Shad is just a geek with a youtube channel, not an expert on history or martial arts. He's entertaining, not someone to use as a serious source. |
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If people want fighters to be skilled with every weapon, why not just give them more points to spend on weapons? Or is there some inherent value to be gained by stripping away nuance and variation?
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One of the basic principles of GURPS is that the rules should not punish you for assuming your character knew something. |
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When I was GM'ing Nyx the Barbarian probably had skill in every weapon but that was a hobby for her. She also kept one of every weapon she encountered in her Bag of Holding. Also part of her hobby. I see no reason why every fighter should have skill in every weapon. Weapon types they have never seen before probably ought to be more than a -2 Familiarity penalty. |
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It seems to me that its equally unrealistic for a generalist to be equally competent to a specialist in the specialist's specialty, so the narrowing of skills seems to create a converse problem. Quote:
Maybe the problem (if there is one) is that GURPS subsumes too much of combat ability into weapon skills. |
Re: Reducing the number of weapon skills
This is generally what high DX is meant to represent. Another way to represent such broad competency though would be Modular Abilities. For example, Modular Abilities 8 (Slotted Cosmic Powers; Combat Skills Only, -20%) [38] could represent a realistic level of competency in every combat skill (after all, it is roughly equivalent in cost to +2 DX, though +2 DX is generally more useful). Speaking as someone with a fair amount of training in martial arts, there is no particular reason why mastery in broadsword would allow skill in using a mace, as they have a radically different balance, much less weapons like flails or whips.
As a GM, I would be comfortable with having broad contegories as skills one level more difficult than the hardest skill in the category, with the skills in Basic being specialties at their default difficulty. That would result in the melee skills of Fencing (H), Flails (VH), Impact Weapons (H), Net (VH) (which includes Cloak and Lasso), Pole Weapons (H), Shields (A), Swords (H) (which includes Tonfa), and Whip (VH). That would reduce the number of melee weapon skills from 28 to 8 without making any of them too broad for realism. In the case of unarmed combat, it would be Grappling (VH) and Striking (VH), which would mean a total reduction from 34 skills to 10 skills. |
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