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#1 |
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Join Date: Apr 2005
Location: France
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Right. And that is even more true (at least, more sensible) with bowmen. More you are skilled, more you are able to hit a far target. Hitting a far target requires precision, of course (DX, in GURPS). But it also requires strength, in order to stretch the bow to give the arrow enough speed.
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#2 | |
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Join Date: Jan 2010
Location: Brighton
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What I really think is true is that while we tend to look at these things as completely separate in these discussions, the reality is they end up being liked just by the practicality of real life. So yeah in GURPS it's possible to build a DX15, ST5 adult with Skill +10, in reality that combination of things won't happen with a human swordsman*. (however because it's GURPS it has to be able to accommodate the non human and non realistic, i.e. no human swordmaster is likely to have the above build, but a hobbit one might). When it comes to modelling humans, especially one's who excel at something I try and go for a holistic approach that brings in several factors. Because the reality is when your training very hard at something there tends to be a lot of synergy with several factors. So while my preference is for stat normalisation, which means I won't have C14th English archers walking around with ST20 in order to pull heavy bows, but neither will I have them be ST8 and have +12 in a technique that allows them to. Instead I tend to give them a combination of things that working together given them a combined ability to do a thing. Archery is great example of this as there is a pretty coherent set of advantages that build on each other and narrow in specificity. TBH I've found a nice side effect of this approach is that I tend to avoid the knock on issues that can come with very high scores in advantages that have a wider scopes. e.g my English HYW archers know to avoid arm wrestling a 1,000lb polar bears! *yes OK may soem outlandish culmination of events could give you this, but I suggest it wouldn't be a static ongoing situation Last edited by Tomsdad; 07-12-2016 at 03:39 AM. |
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#3 |
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Join Date: Nov 2015
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This is modelled in GURPS: Forced entry allows you to hit harder against inanimate objects
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#4 |
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Join Date: May 2012
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conciser this you are likely impacting the target a lot more than the dice would indicate, it's just your blows are glancing off or striking protection at an angle that is absorbed by the protection.
in my miss spent youth I was a mediocre archer, as part of an experiment using a (then) modern low end sports bow, I got to shoot arrows at recreation Cloth & Leather Armors. I was hitting a man sized target at 20m in excess of 80% of the time, less than half those hits struck home because slight variations in angle of impact glancing off the armor or with non penetrating embeds. at 30m (60% hits 40% penetration) & 40m (40-45% hits around 35% penetration) my hit rate was down but my penetrations per 100 arrows (my arms where very sore by weeks end) stayed roughly constant. at around 50m penetration drooped of a quite a bit bit due to range attenuation of impact force (and the fact my hit rate was down too). so Skill is your chance of landing a telling blow, Damage is how much you mess them up when you do land that blow. |
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#5 |
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Join Date: Jun 2013
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Nah, GURPS combat rules don't work like that. A miss really is an outright miss (although there can be room for interpreting it as a "hesitation"). Otherwise you'd get an attack bonus against foes with insufficient armor for such a glance to occur (or a penalty against foes with such armor).
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#6 |
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Join Date: Apr 2005
Location: France
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I'm not sure that, as GM, I would allow to use Forced entry to cut wood with an axe but, no matter, I do agree with you: there are a lot of ways to model specific strength in GURPS instead of just buying a high ST level.
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#7 | |
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Join Date: Aug 2015
Location: Kenai, Alaska
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#8 | |
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Join Date: Apr 2005
Location: France
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Except for the difference between DX+1 and DX+2 level (+1 and +2 to damage). I find that a bit weird, exactly like for Karate skill. A karateka has to reach DX+0 (or a weapon master has to reach DX+1) to get +1 to damage, which requires quite a lot of training / character points (depending on the difficulty of the skill). But he only needs 4 points more to get +2 to damage. And after that, nothing else. Even if he reaches DX+10. The distribution of theses bonuses sounds weird to me. Something like DX+0 for +1 to damage and DX+4 for +2 to damage would have been more realistic in my humble opinion. Last edited by Gollum; 07-14-2016 at 01:45 AM. |
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#9 | |
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Join Date: Jan 2010
Location: Brighton
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Again there are lots of limiting factors in play, not least there's only so fast human arm (and torso) muscles can swing the arm. If you look at the animal world for very fast strikes it tends to come down to specific morphological adaptation to allow for extreme speed, not muscle mass (of course morphological specialisation is a bit out of context here). So yes baseball hitter strength train but there is an point of diminishing returns even when just swinging a bat very hard. *a very relative term, its still complex! **and even then compared to moving weapon around in ongoing combat for attack and defence, swinging baseball bat is a much simpler, narrower use. |
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#10 | |
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Join Date: Sep 2004
Location: Canada
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Exercise at a specialized task from an early age deforms the skeleton as well as builds muscle-mass. The skeleton of Sir John de Stricheley[1] was unearthed at Stirling castle, and is a fantastic case study of what knightly training actually did to your body. His right shoulder-blade is warped and rippled to an extent you just don't see in modern people, and his arm bones are ridged and flanged; he worked so hard with his right arm that his body deformed the bone to produce more muscle attachment points. His left side is less drastic, but still well developed - his shield arm took impact in different ways from his sword and lance arm. This man was visibly deformed to become a specialist at the job of wielding weapons in combat to murder other people; he was lop-sided. He also had classical knightly injuries, like a healed blade wound to the forehead that scarred the bone but didn't penetrate the braincase, bashed front teeth (typical of both a punch to the face, and a shield to the face), lower back injury (from bouncing around in the saddle for hours and hours) and an infected crushed ankle (typical from having a horse roll on you). Sir John de Stricheley, and other knights like him, clearly felt strength was important. [1] Probably John de Stricheley - they don't have an inscription over his burial or clearly identifying artifacts; he was definitely a knight from the south of England. Incidentally, he probably died of an arrow wound or the subsequent infection - they found the barbed head of the war arrow still lodged in his rib bones.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 07-15-2016 at 10:19 AM. Reason: Corrected spelling of Stricheley, danged English place names |
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