05-20-2022, 07:54 AM | #11 | |
Join Date: May 2010
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
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05-20-2022, 08:37 AM | #12 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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05-20-2022, 08:43 AM | #13 |
Join Date: May 2010
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Re: [Martial Arts] New perk idea: Two and a Half Hands
Here is where I start possibly over-thinking this: what effect does this have on the default for Reverse Grip? For how Dual-Weapon Defense works? For how Defensive Grip works? Etc.
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Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. |
05-20-2022, 08:49 AM | #14 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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05-20-2022, 09:57 AM | #15 | |
Join Date: Jun 2013
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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Another issue is that Weapon Adaptation is, I think, meant to cover a single weapon rather than truly merging two skills. There's really no RAW way I'm aware of to avoid the two being different skills, although personally I'm inclined to either allow a Technique that buys off the penalty for defaulting one off the other or just let a Perk merge them outright.
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GURPS Overhaul |
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05-20-2022, 10:17 AM | #16 | |
Join Date: Aug 2007
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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So a fairly specific weapon used in a non-trditional way. Other uses might be transferring a Khopesh or Falcata to One-Handed Axe/Mace.
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Fred Brackin |
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05-20-2022, 11:28 AM | #17 | |
Join Date: Aug 2018
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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Keeping in mind here your weapon mount can't actually be targeted to disarm you (it's like the 'Force Extensions' enhancement) how much should the limitation be for a weapon mount that can only hold one sort of weapon? |
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05-20-2022, 11:49 AM | #18 |
Join Date: Jun 2013
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Re: [Martial Arts] New perk idea: Two and a Half Hands
Humorously, given Axe/Mace and Broadsword don't share a default, you typically can't (again, outside of a "silly" campaign) use Weapon Adaptation there (the two skills must share a default, I believe one no worse than -4). But I believe it's not necessary in this case, as a khopesh at the least is actually listed as a weapon for both skills.
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GURPS Overhaul |
05-20-2022, 12:23 PM | #19 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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05-20-2022, 03:02 PM | #20 | |
Join Date: Apr 2005
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Re: [Martial Arts] New perk idea: Two and a Half Hands
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Additionally, Boxing or Karate should default to melee weapon skills at -5 because you understand things like striking range, proper stance, and tradeoffs between attack and defense. I've seen a black belt karateka with no prior weapons experience strap on armor, pick up a sword and shield for the first time and perform credibly in practice. That said, the GURPS melee weapon rules have been around since Man to Man and work extremely well, so there's not a whole lot of reason to change them. |
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