Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Closed Thread
 
Thread Tools Display Modes
Old 09-03-2020, 10:39 AM   #1
Donny Brook
 
Donny Brook's Avatar
 
Join Date: Aug 2014
Location: Snoopy's basement
Default Re: Reducing the number of wepon skills

I din't understand the purpose.

Also, I disagree with some of the particular proposals:

Two-handed weapons are used substantially different from one-handed ones, in regard to footwork, parrying, and available lines of attack.

Military spear use and training also bears little resemblance to how staffs are used.

Rapier (epee) is a different style of fighting from sabre.
Donny Brook is offline  
Old 09-03-2020, 12:28 PM   #2
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Reducing the number of wepon skills

It makes a certain amount of sense to have an overarching skill that the weapon skills are merely specialties of. Perhaps a VH Flail would include Flail and Two-handed Flail or a H Axe/Mace that would contain Axe/Mace and Two-handed Axe/Mace.
AlexanderHowl is offline  
Old 09-03-2020, 12:32 PM   #3
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by Donny Brook View Post
I didn't understand the purpose.
The purpose is to reduce the number of skills. GURPS is pretty skill-heavy anyway.

Quote:
Originally Posted by Donny Brook View Post
Also, I disagree with some of the particular proposals:

Two-handed weapons are used substantially different from one-handed ones, in regard to footwork, parrying, and available lines of attack.

Military spear use and training also bears little resemblance to how staffs are used.

Rapier (epee) is a different style of fighting from sabre.
Do you have another suggestion? Maybe merge Axe/Mace and Flail into one skill, and the 2-Handed versions into another would be more sensible.
__________________
“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!
Anders is offline  
Old 09-03-2020, 12:40 PM   #4
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Reducing the number of wepon skills

I suggest:

Melee Weapons: DX/H
Covers use of all melee weapons. Optional Speciality: any one weapon type.
Ranged Weapons: DX/VH
Covers use of all ranged weapons. Optional Speciality: any one weapon type.
Unarmed Combat: DX/VH
Covers unarmed combat. Optional Speciality: grappling, slams, striking.
__________________
My GURPS site and Blog.
Anthony is offline  
Old 09-03-2020, 12:55 PM   #5
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by Anthony View Post
I suggest:

Melee Weapons: DX/H
Covers use of all melee weapons. Optional Speciality: any one weapon type.
Ranged Weapons: DX/VH
Covers use of all ranged weapons. Optional Speciality: any one weapon type.
Unarmed Combat: DX/VH
Covers unarmed combat. Optional Speciality: grappling, slams, striking.
That's a little too radical for my taste, although I could certain see them as Wildcard skills.
__________________
“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!
Anders is offline  
Old 09-03-2020, 01:08 PM   #6
smurf
Banned
 
Join Date: Jun 2005
Location: Bristol
Default Re: Reducing the number of wepon skills

You could use exclamation skills like Sword!?
smurf is offline  
Old 09-03-2020, 01:15 PM   #7
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Reducing the number of wepon skills

Quote:
Originally Posted by smurf View Post
You could use exclamation skills like Sword!?
Wildcard skills are based on the presumption that regular skills are properly priced, which is mostly false; there's a fundamental problem when training more than 2% of all skills is worse than raising attributes, and deleting 90% of them would be a good start.
__________________
My GURPS site and Blog.
Anthony is offline  
Old 09-03-2020, 01:53 PM   #8
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Reducing the number of wepon skills

That is due to the benefits that come from taking skills. I find that reducing specific skill penalties by one for every 4 CP invested in a skill (and specific technique penalties by one for every 1 CP invested in a technique) tends to encourage people to purchase skills (defaults are not considered penalties). That way, a character with DX 10 who spends 44 CP on Karate receives a much better result than a character with DX 18 who spends 12 CP on Karate.
AlexanderHowl is offline  
Old 09-03-2020, 01:57 PM   #9
Gnome
 
Join Date: Feb 2011
Location: Cambridge, MA
Default Re: Reducing the number of wepon skills

I already have a problem with weapon skills being very cheap to raise as opposed to DX, where a fighter with DX 10 and Broadsword-25 can easily defeat almost any opponent, despite spending "only" 60 points for the privilege of being the greatest. Capping points allowed in one skill or requiring UB above a certain level can fix this, and there are other fixes as well, but in my mind making a more general skill for the same cost exacerbates this issue. Part of the problem might come from the fact that skill gives you better attacks, better defenses, and even the potential to do more damage (by targeting locations), so there's really a lot in that one package of melee weapon skill. Further separating these components would be a more radical change...

Perhaps there is room for something in between a basic GURPS skill and a Bang! skill? Like a "highly general" skill that costs double instead of triple?
Gnome is offline  
Old 09-03-2020, 02:20 PM   #10
Rolando
 
Join Date: Feb 2005
Location: Panama
Default Re: Reducing the number of wepon skills

It's a house rule and seems reasonable as that.

As long as it applies to everyone during the campaign it is balanced.

I can see it done across the board with the guns and gunnery skills, also the sciences, armory, engineer, electronic operation, electronic repair, etc. But most of these are for modern and sci-fi campaigns, you may not have to deal with them right now.

The only concern I would be looking for your weapons skills consolidation is if this will make non combat characters cost more than combat characters. As combat skills are being reduced and made more broad your non combat characters/players will be paying more for the same in their own area of expertise.

So you may think about consolidating musical instruments skills, social skills (fast talk+diplomacy?), other specialists skills (stealth+shadowing), etc.

Do it across the board, not just for combat skills and you will be good.
Rolando is offline  
Closed Thread

Tags
alternative rules, skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:18 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.