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Old 06-29-2011, 02:48 PM   #41
Ze'Manel Cunha
 
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Default Re: [LT] Two Armor questions

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Originally Posted by Anthony View Post
Same with a pick. The pick has an extra failure mechanic.
But is easily subsumed into skill, it's the sort of thing which a person without familiarity with a weapon struggles with, but which a person skilled with a weapon doesn't give a second thought to.
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Old 06-29-2011, 02:50 PM   #42
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Default Re: [LT] Two Armor questions

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But is easily subsumed into skill.
Why yes, it can easily be subsumed into making pick DX/H.
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Old 06-29-2011, 04:02 PM   #43
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Default Re: [LT] Two Armor questions

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Originally Posted by Icelander View Post
On the other hand, it is significantly easier to teach people to use cutting or crushing weapons than for them to develop the technique to use a thrusting weapon competently.

If one were redoing the difficulty scales in GURPS, I think that one would have to account for that. Thrusting is probably a Technique, not a basic use of a weapon. On the other hand, simply hitting something with a blunt object or even a sharp one does not default to skill 5 for an average person. It is far easier.
I've previously suggested a skill penalty equal to the reach of the weapon when it is used fror thrusting.
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Old 06-29-2011, 04:02 PM   #44
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Default Re: [LT] Two Armor questions

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Originally Posted by Ze'Manel Cunha View Post
That's part of the skill of using the weapon.
which suggests that picks might deserve a -1 skill penalty compared to other weapons in the same skill category.
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Old 06-29-2011, 04:06 PM   #45
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Default Re: [LT] Two Armor questions

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which suggests that picks might deserve a -1 skill penalty compared to other weapons in the same skill category.
Which would certainly explain why many picks also had a blunt striker! I kinda like this!
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Old 06-29-2011, 06:16 PM   #46
Ze'Manel Cunha
 
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Default Re: [LT] Two Armor questions

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Why yes, it can easily be subsumed into making pick DX/H.
Problem is it's not 4 points worth of difference, it's not even 2 points worth of difference.

I'd be ok with it being 1 point worth of difference, but everyone keeps shying away from Average Techniques for some reason.
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Old 06-29-2011, 06:25 PM   #47
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Default Re: [LT] Two Armor questions

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Originally Posted by Icelander View Post
There are too many skills in melee weapons anyway.
IIRC, Kromm once mused that he could go for a system with 4 basic melee skills: One-Handed Balanced, One-Handed Unbalanced, Two-Handed Balanced, Two-Handed Unbalanced.
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Old 06-29-2011, 06:53 PM   #48
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Default Re: [LT] Two Armor questions

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IIRC, Kromm once mused that he could go for a system with 4 basic melee skills: One-Handed Balanced, One-Handed Unbalanced, Two-Handed Balanced, Two-Handed Unbalanced.
Makes a lot of sense to me. You could always have optional specialisations.
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Old 06-29-2011, 06:59 PM   #49
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Default Re: [LT] Two Armor questions

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Originally Posted by DanHoward View Post
With a digging pick it is certainly hard to hit properly but something like a bec de corbin is much smaller and lighter.
I haven't found digging picks to be particularly prone to glancing off of rocks (even rounded, curved rocks) - but I acknowledge that this probably has little to do with knights swinging military picks at other knights in armor.

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Old 06-29-2011, 07:00 PM   #50
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Default Re: [LT] Two Armor questions

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Originally Posted by Dustin View Post
IIRC, Kromm once mused that he could go for a system with 4 basic melee skills: One-Handed Balanced, One-Handed Unbalanced, Two-Handed Balanced, Two-Handed Unbalanced.
Having a universal 'melee combat' skill isn't entirely unreasonable; there are a number of aspects of melee combat that are basically universal (for example, understanding what your opponent might do).
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