![]() |
![]() |
#31 |
Join Date: Feb 2009
|
![]()
I tend to give skill 10-14 for ordinary replacement level guys, actual snipers are not ordinary replacement guys
Named Heroes the skies the limit Some ordinary soldier? Skill 10-14 Some member of Alexander's Companions? US Marine Sniper? More then that Carlos Hathcock? Sky high |
![]() |
![]() |
![]() |
#32 | ||
Join Date: Jul 2008
|
![]() Quote:
If you meant professional soldiers, (whose main job skill is actually Soldier) weapon skill at 12 would be pretty good and skill 10 could be passable, though at that level trying to hit someone may have downright slapstick results since somebody with no defensive advantages can still ensure that the attacker fails to make contact more than half the time. (And if they use All Out Attack to try to reduce that, they'll most likely lose the fight instantly even to a skill-10 opponent. All Out Attack in melee combat does not work as a staple move.) I do agree with the OP that skill 14 is rather high for someone who isn't really that invested in martial training. (But PCs will be like that fairly often if allowed.) Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
||
![]() |
![]() |
![]() |
#33 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
![]()
For me it's because I never use Hit Locations at all so every hit is always a torso hit.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
![]() |
![]() |
![]() |
#34 | |
Join Date: Sep 2004
Location: Medford, MA
|
![]() Quote:
In melee my players are aiming for vitals? That 12 becomes a 9...and that is no good. My players in want to use a deceptive attack? That 12 is not great. And of course if you are using ranged weapons, those range penalties take that 12 down to a 7 really fast...and that is not so good. I find my players like to succeed more than half the time. |
|
![]() |
![]() |
![]() |
#35 | |
Join Date: Jan 2010
Location: Brighton
|
![]() Quote:
FWIW my range would be: Spear Skill 10 = hastily fielded militia Spear Skill 12 = Regular seasonal or not very well trained core of troops. Spear Skill 14 = Experienced or 'professional' level troops Spear skill 16+ = getting into elite famous troops. A couple point though. Historically speaking training wasn't as regular regime a lot of the time. High skill wasn't the be all and end all of weapon training, because there was more to being an effective combatant on historical battlefields than raw skill or accuracy. For example the shield wall perk at 1 pt it worth more than way more points spent on spear skill in an army that relies on a strong shield wall. Similarly the ability to reliably hit a torso at 100 yards with a musket, is way less important than the ability to load and fire quickly when you shooting at blocks of men not individuals. I.e even of you give all you spear men Skill 12 in your front line that's likely not the only factor to rate them by. Last edited by Tomsdad; 05-23-2016 at 12:26 AM. |
|
![]() |
![]() |
![]() |
#36 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
|
![]()
Check out the first two posts here for some examples of both what melee skills "mean" and what you can do with lots of skill.
http://gamingballistic.blogspot.com/...e-academy.html
__________________
Gaming Ballistic, LLC |
![]() |
![]() |
![]() |
Tags |
armor, combat distance, impaling, question, rules |
Thread Tools | |
Display Modes | |
|
|