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Old 04-13-2021, 01:04 AM   #43
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Improved Melee Defaults for Skilled Combatants

Quote:
Originally Posted by Polydamas View Post
But not enough. In GURPS, someone who trains with a sword has an overwhelming incentive to keep using it, even if an axe is better in the situation. In real life, the kinds of guys who would probably have DX 11-12 and several skills around 14 often had three or four different sidearms on their body and their saddle and switched as needed in the same way a modern infantryman switches between a long gun, an anti-tank weapon, and the radio. I wouldn't give myself more than DX 9 and 2-4 points in various Melee Weapon skills, and training a proper martial art certainly made me more effective with a wide variety of tools!
So instead of improving default, we should look at incentives to have people spend cp in several skills in,stead of one.

Which is something I already do when creating characters for a "realistic"* campaign : a trained fighter with all his combat cp in sword and nothing in axe/spear/knife/... better have a good explanation, or they go back to the drawing board.
*:DF and the like are another story, obviously.
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