09-04-2020, 10:09 AM
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#11
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Reducing the number of wepon skills
Quote:
Originally Posted by Anthony
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.
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Honestly, I believe that would be worth a playtest! Things I'd change: - I'd make all three skills Very Hard. That's easier to remember and doesn't hint that the designer believes armed melee combat is simpler than other combat. (If anything should be easier, Ranged Weapons – which replaces Beam Weapons, Crossbow, Gunner, Guns, Liquid Projector, Thrown Weapon, and other DX/E skills – seems like the right choice.)
- I'd add strict, perk-governed familiarity with specific weapons – not merely types. Without the perk, you'd fight at -2 to skill. So you'd see people with Melee Weapons (DX/VH) and a couple of perks like "Weapon Familiarity (Long Axe)" and "Weapon Familiarity (Small Knife)," or with Melee Weapons (One-Handed Swords) (DX/H) and a couple of perks like "Weapon Familiarity (Rapier)" and "Weapon Familiarity (Large Knife)."
- I'd add a "Skill Modifier" stat to weapons that works much like the "Parry" stat, but that gives a bonus to attack, feint, etc. with simpler weapons. For instance, most knives might get +2 or even +3 (so they're effectively Easy), weapons commonly given to levies and recruits (notably spears) would get +1 or +2, most weapons commonly used by professional warriors would get +1, but swords would get 0 for requiring so much study to master, while flails and other weirdness would get 0 for being ungainly.
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