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#1 |
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Join Date: Jan 2010
Location: Brighton
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For me the biggest system benefit the Sw/Th distinction gives is that it helps distinguish different ways of using weapons that could be both swung and thrust.
However that could be replaced by simply recognising the difference in what ever unified system that replaced it. |
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#2 |
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Join Date: Nov 2012
Location: Australia WA
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It would be easy to do honestly. Just change all instances of a thrust attack to dealing 2 damage less than what is printed (assuming you keep with the 10 ST = 1d formula).
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#3 |
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Join Date: Jun 2007
Location: Southern New Hampshire
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My big problem with the Thr/Sw system is that the damage progression isn't a pattern that can be defined with one mathematical equation. ST below 10 has its own thing, and once you get to a certain point the damage only changes at multiples of 5, and then at another point it's a different pattern at multiples of 10...
It's super confusing. But I do like having a distinction between Thrust and Swing. I like that a swing weapon at normal ST levels is going to do a fair amount more than a thrust weapon. It makes sense to me that if I swing a baseball bat as an attack, I'm going to do far more damage than if I thrust it. I don't think just having one damage progression and then saying thrust equals that progression -2 will work... it's not enough of a difference at high ST, and it'll mean there's no good reason to bother with a swung weapon for high damage when a thrusting weapon will do almost as much and might have other benefits that a swung weapon wouldn't have. I like that there are considerations to make. This is of enough interest to me, that I'm going to spend some time at work trying to figure out what I would do (and might implement in my current campaign). I'll post the results if you're interested. |
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#4 | ||
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#5 |
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Join Date: Jul 2008
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Thrust vs. Swing as an attack type matters for unarmed parries (Basic Set) and for fighting in confined spaces (Underground Adventures). I think you need to be using a thrust attack to hold back a charging enemy too (Martial Arts?)
None of which requires keeping Sw/Thr in the damage codes. But distinguishing which sort of movement an attack mode involves does matter for a few things.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#6 |
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Join Date: Jun 2007
Location: Southern New Hampshire
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#7 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#8 |
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Join Date: Oct 2007
Location: Kentucky, USA
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Part of that issue is the 1 HP level of granularity. Dozens of 0.25 HP bites would be very scary, but awkward to model.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
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#9 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The damage mechanism in KYOS is fairly improbable for any ST outside of the range of maybe 5-20.
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#10 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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I think it can work, but you have to rework the bonuses for Weapon Master/Karate-Boxing-Brawling/Hooves/etc. from +1/+2 per die to +1/+2 period. What is your experience with it?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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| Tags |
| alternate gurps, combat, damage, knowing your own strength, pyramid 3/83 |
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