|
|
|
|
|
#1 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
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. |
|
|
|
|
#2 | |
|
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
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! |
|
|
|
|
|
#3 |
|
Banned
Join Date: Jun 2005
Location: Bristol
|
You could use exclamation skills like Sword!?
|
|
|
|
|
#4 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
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.
|
|
|
|
|
#5 |
|
Join Date: Feb 2016
|
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.
|
|
|
|
|
#6 |
|
Join Date: Feb 2011
Location: Cambridge, MA
|
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? |
|
|
|
|
#7 | |
|
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Quote:
And I would not allow a person to buy up a skill to DX+15, unless I was running an over-the-top campaign.
__________________
“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! |
|
|
|
|
|
#8 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
While this is true, reducing the number of melee weapon skills won't change that -- people already only pick a single melee weapon skill to focus on, because raising multiple redundant melee weapon skills is almost completely useless.
|
|
|
|
|
#9 |
|
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
This is my experience as well. They then build a monstrous combo-weapon that will allow them to deal cr, cut and impaling damage. :)
__________________
“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! |
|
|
|
|
#10 | |
|
Join Date: Jun 2010
Location: Dreamland
|
Quote:
If one skill is enough to dominate, then I'd assume the GM is letting it. Is that broadsword user going to have a ready blade when the batlord crashes a fancy dance? Is the user going to be able to fight off diffuse enemies? Will they see the traps in between them and the ogre? And this is all assuming that dealing lethal damage is even the goal! The literal one skill I see easily abused in my campaigns at high levels is Stealth. And because I'm almost entirely under control of what situations can be solved with or even need Stealth, I don't have an issue with it. Every other skill has limitations of some kind built into them. On topic, I think it's fine. I could see bumping them all a difficulty level and letting the RAW skills become specialties. And on the note of Bang! skills I think the weapon ones are also pretty bad. Sword! just doesn't cover that much compared to other ones. And is pretty poor compared to Weapon Talent [15] which is itself poor compared to DX [20]. |
|
|
|
![]() |
| Tags |
| alternative rules, skills |
|
|