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#1 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Quote:
Classic wrestling and tests of strength would likely be the most realistic.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#2 |
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Banned
Join Date: Apr 2008
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"Martial Arts defines a “martial art” as any systematically taught fighting style used for any purpose – combative or otherwise."
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#3 | |
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Join Date: Aug 2006
Location: L.I., NY
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http://www.bbc.co.uk/sn/tvradio/prog..._summary.shtml |
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#4 |
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Join Date: Aug 2004
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This is a little tangential, but I posted thoughts on gaming PCs in the GURPS Madlands (a.k.a. Fantasy II) setting. Those PCs aren't Neanderthals, and they battle supernatural horrors instead of mastodons, but they're subsistence hunters/farmers with technology not far above prehistoric levels. There are similarities.
http://www.gamesdiner.com/2013/03/ga...ch-pcs-part-ii I include a list of appropriate skills and techniques (to which Figleaf23's list of technique suggestions make a nice addition), covering hunting, fishing, and survival, as well as combat. Minor point of interest: If the Madlanders (or Neanderthals) don't engage in "soldiering" or other explicit martial training, and instead primarily have fighting ability as an extension of hunting skills, then a package of combat skills without the 1-point Style Familiarity that turns the abilities into a codified "martial art" is arguably the way to go. That'd make a concrete difference in the fighting methods of Neanderthals vs trained "modern" soldiers, even if not a big one in mechanical terms. (That's my "feel", anyway, for Neanderthal or other hunter-based fighting methods. No argument with anyone who prefers full-out martial arts for our prehistoric cousins!) One more thing: I've also long wanted some way for characters – especially hunters – to display special experience and expertise in battling specific types of creatures. A Neanderthal might not have the battlefield skills of a trained soldier, but might outshine the soldier when it came to, say, predicting the movements of a cave bear and efficiently taking it down. I've taken a very experimental shot at that too: http://www.gamesdiner.com/2013/04/bu...at-familiarity I hope those links might be of interest in pondering Neanderthal design overall, even if they're a bit off from your key question (how Neanderthals would battle modern humans).
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#5 | |
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Banned
Join Date: Apr 2008
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Running however, I'd be more inclined to keep. We've seen persistent biases against fleetness of prehistoric creatures get punctured. I'd think if you're going to attack large game, you need to be able to catch up to it. |
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#6 | |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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#7 |
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Join Date: Aug 2005
Location: Portland, Oregon
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How would they exist unless you assume the two groups are not interbreedable?
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#8 | |
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Banned
Join Date: Oct 2007
Location: Europe
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I do see some simulative value in making it a special kind of training to be able to attack or defend against foes of exotic morphology, such as quadropeds (although not for attacking with missile weapons), but in GURPs terms that's just a Perk, or a couple of Perks, or a Technique (probably an Average one). |
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| Tags |
| combat, martial arts, medieval martial arts, medieval warfare, neanderthals |
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