08-25-2010, 08:35 AM | #41 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Default between one- and two-handed use
Shouldn't the leverage of the grip be taken into account.
A Bastard sword has more leverage when used double handed, the 2H-sword even more. The smaller the grip, the less leverage so less maneuverable and doing less damage, but still more than used single handed. |
08-25-2010, 09:40 AM | #42 | |||
Join Date: Oct 2004
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Re: Default between one- and two-handed use
Evidence for what?
You may be confused, I was talking about this statement from Icelander: Quote:
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08-25-2010, 09:46 AM | #43 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Default between one- and two-handed use
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A professional warrior with DX+2 in his primary weapon does not have an easier time learning a secondary weapon which defaults to it at -4. This is wrong, to me. Experience and training with one weapon skill, particularly one so closely related as one-handed and two-handed grips of the same weapon, is somewhat transferable to other skills. Even in cases where the stylist is not a dedicated and competative master, but closer to a normal student.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-25-2010, 09:48 AM | #44 | ||
Join Date: Oct 2004
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Re: Default between one- and two-handed use
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To be clear, I don't think your breaking the game by making the proposed changes, but I think it goes against the very perhaps of 4e and it overlooks the rather obvious and intuitive solution, which is to spend a few points. Last edited by safisher; 08-25-2010 at 09:58 AM. |
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08-25-2010, 09:57 AM | #45 |
Join Date: Oct 2004
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Re: Default between one- and two-handed use
But it is helpful. In your example if he's never touched a weapon similar to one he knows well (which is clearly the case if he has a default but no points in it!) he is at only DX-2, while a total neophyte is at DX-4. That's a huge advantage. Over a standard DX 10 guy, the Warrior with DX 12 is then using skill 10 versus the DX 10 guy's 6. Epic win. If the warrior wants to be even better at this weapon he should invest points, which is a GURPS metric for hours of study and training. Defaults only reflect vague association and some basic level of transference, not intimate knowledge. What's backward is if a DX 12 guy invests a point and has studied the weapon and get's a very small benefit. That's depressing point value, which is not good.
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08-25-2010, 10:05 AM | #46 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Default between one- and two-handed use
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Realistically, it should be easier for the broadsword man to learn two-handed sword than it is for the pianist. Game-mechanically, it is both vexing and discouraging to well-constructed characters when it costs the same to cross-train in other skills as it does to take the primary weapon skill, as there are clearly diminishing returns to spending points in many weapon skills.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-25-2010, 10:26 AM | #47 | |||
Join Date: Oct 2004
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Re: Default between one- and two-handed use
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Some folks here are proposing that someone who has used a broadsword (only) can pick up for the small price of familiarity a sword like a dopplehander or claymore and in ONE DAY become a master. There's a reason why this was "commonsense" so-called "advancement" was not done in Martial Arts. Quote:
But look, it's your game -- go have fun. If this makes you happy, go in peace. I'm simply offering some ideas that may address the bug you think you've found. |
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08-25-2010, 10:42 AM | #48 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: Default between one- and two-handed use
Having learnt another, similar weapon first. As long as your skill is not better than DX+2 (and probably only combat veterans, dedicated duellists or other experts will have skill that high), it doesn't help you learn another weapon skill.
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I've decided to stop penalising players for constructing plausible characters over Johnny One-Skill. I note that you've seen a few posters here note the problems, both in game-balance and plausibility, with the harsh defaults between one- and two-handed versions of weapons. I assure you that every single roleplayer I've gamed with who has ever looked up the defaults has also had a momentary mental disconnect, since it seems counterintuitive and does not fit re-enactment or fencing experience of anyone I know. Realistically, I'd prefer if all weapon skills defaulted to each other at penalties that were at least not too harsh. I'd also want fewer weapon skills. But that's a complete redesign. This is just a partial fix of a particularly egrerious area in the rules. Apart from 'it's not how we decided to do it', do you see any unintended consequences of this? What problems do you see this rule change introducing in ongoing games? Or, when starting a new one, how do you think that this will negatively impact character design? In short, since you are used playtesting, please point out what problems you see with this rule in play. I see zero, but the reason I didn't simply introduce the rule without seeking alternative opionions is that I am open to the idea that I might have missed something.
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Za uspiekh nashevo beznadiozhnovo diela! |
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08-25-2010, 10:48 AM | #49 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Default between one- and two-handed use
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I'll give it some thought and then go back and edit it. This is my update for you: Armsman†
You've trained with many different types of weapons – improving on the defaults between them. Select one weapon skill, you can then improve the defaults of up to four weapons skills which default from it at +1 to the usual skill default. You can trade in two choices for one at default+2, or all four choices for one at default+3, never exceeding the original skill. Example: Rolando the Frank, who trained in Broadsword and Spear, has taken Armsman (Broadsword) and Armsman (Spear), he has defaults for Shortsword, Staff, Polearm and Two-Handed Sword, the first two at default -2 and the second two at default -4. He trades his allowed four skills at default+1 for two at default+2, and now has Shortsword and Staff at Broadsword and Spear levels respectively, and Polearm and Two-Handed Sword at Spear -2 and Broadsword -2 levels. Last edited by Ze'Manel Cunha; 08-25-2010 at 11:09 AM. |
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08-25-2010, 12:35 PM | #50 | |||||||
Join Date: Oct 2004
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Re: Default between one- and two-handed use
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1. It is not the only solution. More points and a different GM style would address the issue (both in creating opportunities for more weapons variety, and in providing a chance to train and develop over time). I also like the rule in Basic Set where you learn a skill under stress. 2. It shifts the points from an investment in multiple skills (which you seem to agree is realistic) to a single skill model, which doesn't seem to support your assertions of the problem. This is particularly true on weapons that have more than one mode -- like bastard swords. This was "solved" in 4e, for one example, by making Katana two skills, instead of one, like it was in 3e. 3. It provides something for nothing, which is a metagame problem related to point investment and niche protection. How will the player of the PC who has invested in multiple weapon skills feel if your introduce this rule and suddenly his investment is moot. You may not have this problem, but it's worth considering. If you charge a point for a perk (uses two-handed sword with broadsword skill, or whatever), or require a style with multiple supporting skills, you can avoid this problem and not change the game mid-stride. |
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Tags |
defaults, martial arts, two-handed weapons |
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