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#71 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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BTW a Thrown Weapon talent would be 7/level per Smooth Talent Cost rules
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#72 | |
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Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#73 | |
Join Date: Jan 2006
Location: Central Europe
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Shad is just a geek with a youtube channel, not an expert on history or martial arts. He's entertaining, not someone to use as a serious source.
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#74 |
Join Date: Aug 2014
Location: Snoopy's basement
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If people want fighters to be skilled with every weapon, why not just give them more points to spend on weapons? Or is there some inherent value to be gained by stripping away nuance and variation?
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#75 | |
Join Date: Jan 2006
Location: Central Europe
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One of the basic principles of GURPS is that the rules should not punish you for assuming your character knew something.
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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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#76 | |
Join Date: Aug 2007
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When I was GM'ing Nyx the Barbarian probably had skill in every weapon but that was a hobby for her. She also kept one of every weapon she encountered in her Bag of Holding. Also part of her hobby. I see no reason why every fighter should have skill in every weapon. Weapon types they have never seen before probably ought to be more than a -2 Familiarity penalty.
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Fred Brackin |
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#77 |
Join Date: Feb 2005
Location: Berkeley, CA
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One solution to that is treating them as techniques with around a -4 default.
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#78 | |
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Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#79 | ||
Join Date: Aug 2014
Location: Snoopy's basement
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It seems to me that its equally unrealistic for a generalist to be equally competent to a specialist in the specialist's specialty, so the narrowing of skills seems to create a converse problem. Quote:
Maybe the problem (if there is one) is that GURPS subsumes too much of combat ability into weapon skills. Last edited by Donny Brook; 09-07-2020 at 11:51 AM. |
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#80 |
Join Date: Feb 2016
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This is generally what high DX is meant to represent. Another way to represent such broad competency though would be Modular Abilities. For example, Modular Abilities 8 (Slotted Cosmic Powers; Combat Skills Only, -20%) [38] could represent a realistic level of competency in every combat skill (after all, it is roughly equivalent in cost to +2 DX, though +2 DX is generally more useful). Speaking as someone with a fair amount of training in martial arts, there is no particular reason why mastery in broadsword would allow skill in using a mace, as they have a radically different balance, much less weapons like flails or whips.
As a GM, I would be comfortable with having broad contegories as skills one level more difficult than the hardest skill in the category, with the skills in Basic being specialties at their default difficulty. That would result in the melee skills of Fencing (H), Flails (VH), Impact Weapons (H), Net (VH) (which includes Cloak and Lasso), Pole Weapons (H), Shields (A), Swords (H) (which includes Tonfa), and Whip (VH). That would reduce the number of melee weapon skills from 28 to 8 without making any of them too broad for realism. In the case of unarmed combat, it would be Grappling (VH) and Striking (VH), which would mean a total reduction from 34 skills to 10 skills. |
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alternative rules, skills |
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