Quote:
Originally Posted by Polydamas
But so far I do not see a problem, I just see a way in which this perk makes a fighter more effective and removes an interesting, tactically meaningful choice (one-handed or two?)
It reminds me of how D&D 3e handles bastard swords: pay a Feat, get a one-handed weapon which does the next larger die than ordinary people's weapon. Mechanically simple and balanced but boring!
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Hmmm. I do sort of see where you're coming from, though the status quo is that
GURPS strongly disincentivizes trying to master both one-handed and two-handed sword use. At first I thought you could address this issue with the Weapon Adaptation perk, but Weapon Adaptation really isn't designed for this. There might be a third option I'm overlooking though.