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Old 09-06-2020, 02:49 PM   #60
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Reducing the number of weapon skills

Quote:
Originally Posted by Polydamas View Post
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.
People who were highly skilled at multiple forms of combat were historically very rare (and are likely best modeled with higher levels of DX). Even a professional fighter would only have a few combat skills at 14, several at 12, and the rest at default. Since the majority of combatants throughout history were conscripts, levies, or militias, I doubt that they had more than one combat skill at 12, a couple at 10, and the rest at default.
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