Re: Skill Advancement
In regards to the "Sword Guy Problem", I think a decent solution is to simply disallow the use of selecting Hit Locations when attacking. Big skill soaks penalties to hit easily, making exploiting the Hit Location rules all too simple. I might recommend only allowing the use of Hit Locations when it would be dramatically appropriate; "Aim for the dragon's glowing heart!".
Of course I suspect a lot of GURPS GMs would not want to sacrifice realism for the sake of game balance. I take no issue with it, but others might. It's just one way to handle the issue of out of control melee skill levels.
One problem is it really poo-poos on Techniques (if they're even permitted in the first place) that involve targeting Hit Locations. A compromise might be that you have to buy into Techniques with points in order to use Hit Locations. Works as a pseudo-Unusual Background tax.
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