11-14-2014, 12:47 PM | #11 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: ST affects on Melee Weapons
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Sadly, it doesn't say how much damage is done when you make the foe hit himself with his own weapon. For a force sword or firearm, it's easy. For muscle powered melee weapons, I'd say normal damage at -1 or -2 per die.
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11-14-2014, 01:59 PM | #12 |
Join Date: Jun 2013
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Re: ST affects on Melee Weapons
My assumption was that the intent was to simply use the weapon's damage as though you were wielding it outright, at -1 ST per 2 Grip CP the opponent has on the weapon. As I said, a more realistic treatment is probably to assume you're using it with something like ST equal to the CP you've inflicted, at -1 ST per 2 Grip CP the opponent has, and if you've gripped it by the blade thrust damage would be more appropriate than swing. For one-handed weapons, it's probably more appropriate to assume ST equal to 2xCP, to a maximum of your actual ST.
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11-14-2014, 02:13 PM | #13 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: ST affects on Melee Weapons
Control points equal to strength is probably a little bit stingy. A ST 14 individual will do 1d control points, after all.
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11-14-2014, 02:24 PM | #14 | |
Join Date: Jun 2013
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Re: ST affects on Melee Weapons
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As I stated, however, for one-handed weapons (the ones you'd typically do this with), doubling CP to get ST would likely be appropriate. Thus, to get his full ST the above character would only need 7 CP, averaging 2 successful hits. Of course, the fact you suffer ST penalties based on your foe's Grip CP may be enough to justify being able to use your full (after adjusting for foe's Grip CP) ST with even so much as a 0 CP grip - a better grip is instead good for preventing your target from successfully defending. |
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Tags |
force sword, power blow |
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