06-22-2010, 11:16 PM | #41 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Revisiting Talents for Combat
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06-23-2010, 07:41 AM | #42 | |
Join Date: Aug 2007
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Re: Revisiting Talents for Combat
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This also has the useful feature of helping to get to the DX+2 threshold for damage boosts for unarmed combat and WM bonuses. Talents don't do this. They count as boosts to Attributes rather than Skill. Now a Wildcard! at DX +2 might seem expensive but it breaks even with something like Karate, Acrobatics and 3 average weapon skills at the same level.
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Fred Brackin |
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06-23-2010, 09:43 AM | #43 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Revisiting Talents for Combat
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06-23-2010, 12:08 PM | #44 | |
Join Date: Aug 2004
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Re: Revisiting Talents for Combat
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08-26-2023, 01:26 PM | #45 | ||
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Revisiting Talents for Combat
I apologize for resurrecting the thread, but I'm drafting a feat aimed at medieval swordsmen here.
First of all, I saw a similar one posted elsewhere, quoted earlier here: Quote:
Do you think it's valid? It would look more or less like this: Quote:
PS: Editing here to explain: I know there are Knife and other Fencing skills that could fit, but here I was thinking bigger, heavier swords like those covered by these three starting skills. Theoretically, I imagine that I could expand the concept to cover the others, but my idea initially is to be something more restricted and try to make sense with these three
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“He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.” Last edited by Arcanjo7Sagi; 08-29-2023 at 06:30 AM. |
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08-28-2023, 04:59 PM | #46 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Revisiting Talents for Combat
+1/level to what? Intimidation?
Personally I can't really see a talent that adds to cut-and-thrust backswords, but not rapiers, but YMMV. Last edited by sir_pudding; 08-30-2023 at 02:47 AM. |
08-28-2023, 05:41 PM | #47 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Revisiting Talents for Combat
Honestly, I'm fine with Talent (melee weapons) [5].
That might be slightly cheap, but the reality is that melee weapon skills have a very large overlap in utility; being good with a bunch of weapons is better than being good with one weapon, but it's not massively better. There's less overlap with ranged weapons, or with grappling, but even there the overlap is non-negligible. |
08-28-2023, 07:29 PM | #48 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Revisiting Talents for Combat
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08-28-2023, 07:50 PM | #49 |
Join Date: Jun 2006
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Re: Revisiting Talents for Combat
Note that the sword skills (and sword combat arts if you treat them as skills) all default to each other anyway, so any optimized character who is good at a bunch of them probably has one main one and defaults everything else from it, which means he already improves them all by spending 4 points/level. I'm not convinced one bonus is worth that entire extra point, but adding a larger group of things that don't default (RAW anyway) - say Fast Draw, Acrobatics in a swordfight, Intimidation when you threaten somebody with a sword, Dancing (sword dances), and Connoisseur (fine swords) - to bring it up to 5, seems fine.
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-- MA Lloyd |
08-28-2023, 07:51 PM | #50 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Revisiting Talents for Combat
Or, at least, no one would know you are a Ninja.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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