05-06-2021, 10:43 AM | #21 | ||
Join Date: Sep 2004
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Re: GURPS Overhaul: Combat Skills, Take 3
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Would reach include bare-handed attacks? Boxing gloves, brass knuckles, and saps generally fall under brawling. Proper knife fighting has its own unique style, but I see a lot of wild/basic use that's more like brawling. Quote:
Net is odd, but you could probably create one more skill category for flexible weapons then lump rope, lasso, whip, and flail under that. Last edited by naloth; 05-06-2021 at 10:54 AM. |
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05-06-2021, 11:00 AM | #22 |
Join Date: Sep 2004
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Re: GURPS Overhaul: Combat Skills, Take 3
My revised break down for melee would probably be more like (all DX/A):
Flexible (net, whip, lasso, flail, cloak) Non-Flexible (sword, axe, polearm, spear, staff)* Brawling (fist, range C weapons) Grappling (including tools for strangling) Shield (including buckler) *Yes, seems overly broad. I haven't have a good split that allows for appropriate cross-training where it should be plausible. Within each skill you specialize in one weapon type. All weapons that share that skill default from your primary at -5. That can be bought off as an average technique (1 point to remove -1) per weapon type up to no penalty. Of course, I'm not sure this solves anything. A knight that trains with knife (Brawling), wrestling (Grappling), sword (Non-Flexible), and a flail (Flexible) still ends up buying every skill instead of cross-training off of anything. |
05-06-2021, 11:01 AM | #23 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS Overhaul: Combat Skills, Take 3
I think it got forgotten in the shuffle, but I mentioned a weapon specific specialization idea that would be good to weapons that cross multiple skill categories, such as swords that have 1 or 2 handed use or spears that can be used as a 2 handed weapon or a reach weapon. So Melee Weapon (Swords) would give full skill for 1h and 2h swords, but not for 1h or 2h axes. Maybe a DX/E super specialization for Specialist Melee Weapon (Broadsword) that wouldn't give skill for any other sword, but cover all broadsword use cases.
I generally consider the Reach category to include anything with a reach greater than 2+SM reach bonus, so 3 or greater for humans. So some polearms wouldn't qualify but others would, and some giant horse killer sords would definitely be Reach Weapons. So if you had a Halberd and Melee Weapon (2 Handed Unbalanced) but didn't have Melee Weapon (Reach) then you could use it at reach 2 for full skill, or extend it to reach 3 and accept the skill penalty.
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05-06-2021, 11:22 AM | #24 | |||
Join Date: Jun 2013
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Re: GURPS Overhaul: Combat Skills, Take 3
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Of course, it does now occur to me that Techniques are completely unaddressed in my system. I'm tempted to not require Techniques to be purchased on a per-skill basis, but rather have any relevant Technique work for all Trained skills, and possibly combine this with applying the Dabbler Approach to Techniques. Or maybe just use the Dabbler Approach all-out - knowing the same Technique with two skills is [+1] to cost over having it for just one, four skills is [+2], etc, and the same is the case for different Techniques for the same skill (or even different skills). I'll have to give it some thought. Do you intend to have Thrown Weapon (which I lump Sling and Atlatl into, as seen in my first post) be a subset of Ranged Weapon, or its own thing? I feel thrown weapons are used quite a bit differently from firearms and bows and the like, although I do agree some default between them (for leading moving targets and the like) may be appropriate. Also, I should note that there my system was meant to be easy to "get" without needing to look things up. Everything defaults to everything else at around -5 (with exceptions for different skill difficulties, but most are the same skill) or -3 if two skills are more similar to each other (sword and spear are both balanced; sword and axe are used similarly; axe and polearm are both unbalanced; spear and polearm are used similarly; unarmed combat and using a shield are fairly similar). However, if you prefer things to be a bit more cut and dried, everything defaulting to everything else at -4 certainly works. Quote:
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Part of me does like the idea of importing Weapon Focus from That Other Game, for a bonus to using a particular weapon design. Maybe it could cost [2] per +1, to a maximum of +2 or so (I'd be tempted to just call it a Perk, but that steps on the toes of Weapon Bond). Combined with lack of cross-training, you could get a pretty respectable level for cheap, but be in trouble if your preferred weapon isn't available and/or the enemy is using a different type of weapon.
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05-06-2021, 11:38 AM | #25 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Overhaul: Combat Skills, Take 3
I'd make it a grappling technique as well.
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05-06-2021, 11:41 AM | #26 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Overhaul: Combat Skills, Take 3
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05-06-2021, 12:00 PM | #27 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS Overhaul: Combat Skills, Take 3
While Garrote feels like a natural fit for grappling, it was pointed out to me by several people in the discord server that a garrote can be used without any knowledge of grappling. It's such an odd, quirky weapon and skill that's part of many things but also stands on it's own.
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05-06-2021, 12:04 PM | #28 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Overhaul: Combat Skills, Take 3
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05-06-2021, 12:09 PM | #29 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: GURPS Overhaul: Combat Skills, Take 3
Yeah. There are a bunch of "intrinsic skills" that effective have a default of DX-0 like that, jumping, punching, grabbing, etc. The thrust of the argument though is you can get better at garrote without getting better at grappling.
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05-06-2021, 12:15 PM | #30 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS Overhaul: Combat Skills, Take 3
I'd submit that makes it a technique more akin to Arm Lock, where it only goes up. So you basically take your Garotte technique and add it to best of DX or a grappling skill.
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