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#51 |
Join Date: Jun 2010
Location: Dreamland
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Which makes me think you missed my point. If you strip off all the fun benefits of wildcard skills like impulse points, extra damage, etc. and leave just the skill use, I'd argue Sword! wouldn't be worth it as a regular VH skill, let alone a wildcard skill. Further take away the side skills like Acrobatics (Only while wielding a sword) and its even more lacking. Add in being able to use any melee weapon and you have something probably on par with other VH skills like Alchemy, Computer Hacking, Surgery, etc. Optional specialties being common and recommended bring things closer in line and Kromm's perk idea further balances things.
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#52 | |
Join Date: Aug 2007
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If I was fixing overly narrow Skills I'd do it some place where overspecialization is much more obvious. Perhaps in that tangle of Skills affected by Business Acumen.
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Fred Brackin |
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#53 |
Join Date: Feb 2005
Location: Berkeley, CA
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You may have missed my proposal to reduce all melee weapons to a single "melee weapons" skill with optional specialization...
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#54 | |
Join Date: Aug 2007
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Or possibly a theoretical solution in search of an actual problem. I've run in the past for groups that wanted simple combat. I've never even seen anyone who wanted a Technical Grappling level of detail but I've also never seen anyone who complained about having to have different Skills for broadswords and axes.
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Fred Brackin |
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#55 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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#56 | |
Join Date: Jan 2006
Location: Central Europe
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Its odd because GURPS combat rules are based heavily on the SCA, and SCA fighters have to learn a range of weapons as weekend warriors.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#57 |
Join Date: Feb 2016
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Which would be easily solved by having a DX/H Fencing skill and a DX/H Sword skill (which would default to each other at -4). The individual fencing and sword skills then become optional DX/A specialties. SCA people tend to specialize in a preferred weapon combination in my experience, though they dabble with a few others.
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#58 |
Join Date: Jan 2006
Location: Central Europe
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No, I mean changes like "charge and break your lance, draw an estoc, drop the estoc, pull out a hammer, beat their helmet in, put it away and draw a cutting sword ..." Historically, high-status warriors, the kind who would have several skills around 12-14 in GURPS Tactical Shooting terms, carried as many sidearms as they could and swapped as needed.
To make that happen in GURPS, the price of being competent in a variety of weapons has to be competitive with the advantage of having just the right weapon. If its easier to just make your best weapon work, characters will do that. That means less harsh defaults between skills and probably fewer skills.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#59 |
Join Date: Oct 2007
Location: Kentucky, USA
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If I were doing it, I'd Split them up as One-Handed, Two-Handed and Long Reach. Fencing would a special property/technique of One-Handed weapons that are exceptionally light compared to the users Basic Lift. Balanced vs Unbalanced would be either mandatory specialization/technique or another division, making 6 skills total. Whips would be a difficult technique of one-handed weapons (do two handed whips exist?).
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GURPS Fanzine The Path of Cunning is worth a read. |
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#60 | |
Join Date: Feb 2016
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alternative rules, skills |
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