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#1 | |
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Join Date: Jul 2008
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The one place bows are superior is rate of fire...which looks really important when you're running a hugely strong, absurdly skilled Heroic Archer PC (with the benefit of over-the-top Basic damage levels and probably AP arrowheads) who likes using his bow in near-melee situations. Which is an incredibly bad model for historical combat environments. Even so, the elite longbowmen kept their longbows and their value...crossbows were useful for the vast majority who didn't have that kind of training. Tangent: Why no 'crossbows' with long, vertical spans? A vertical span would make arms comparable to regular bows more manageable than the horizontal arrangement, allowing for a longer, more efficient draw. They'd be less handy than a more normal crossbow and heavier than a bow, but seem like they might perform better than either.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 | |
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Join Date: Sep 2004
Location: Canada
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They were also used by nobles as hunting weapons (very light examples) because of ease of use from horseback, plus power of a small compact crossbow, which can't be equaled from a similarly small bow. But here the restriction to nobility was, I understand, as much a function of how legal hunting was as how expensive the bow was, not out of fear that hordes of commoners would mow down every deer. That was already illegal in many places.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#3 | ||
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Join Date: Jul 2008
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Not all stats are normalized the same way... Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
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Join Date: Jul 2012
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Question #1: I would use full DR because of draw-cuts – a slice across the target can be capable of cutting through flesh and into bone (say 4 points of cutting damage, x 1.5 for cutting modifier = 6 HP of injury = enough to cripple an arm or leg) is not necessarily going to inflict massive bruising against a cut-resistant target.
Question #2: I think the longsword not gaining bonus swing damage when used two-handed is deliberate. The longsword does not suffer the 0U Parry when used one-handed, so it already has an advantage over the bastard sword. I think doing less swing damage than a thrusting bastard sword is there to avoid the longsword being generally better than the bastard sword and making it obsolete. Question #3: The terms “longsword” and “bastard sword” are labels of convenience, not meant to be a perfect match of real-world sword names. A medieval knight might see a GURPS bastard sword and a GURPS greatsword and call them both “swords of war”, despite there being a size-difference between the two. The terminology that works for historians is not necessarily the terminology that works for game-designers. Going by your classifications, 40-50 inches for longswords and bastard swords allows a variation of 10 inches; 25% of 40 inches and 20% of 50 inches, this is not an insignificant difference. Think of the statistic line for “longsword” as representing a sword closer to 40 inches, and for “bastard sword” as representing a sword closer to 50 inches (in the 44-50 inch region where according to your classifications longsword & greatsword overlap). It's not a bug, it's a feature, because it allows “smaller longsword” and “bigger longsword”, even if it doesn't quite use those terms. |
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#5 | ||
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#6 |
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Join Date: Oct 2004
Location: The former Chochenyo territory
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Use the armor's full DR - treating the cutting weapon as crushing to reduce DR up until it achieves DRx2 (and which DR?) and becomes cutting again is too much calculation in play.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#7 |
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Join Date: Jun 2013
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You'd use the armor's DR vs Cut to determine how much damage is needed to avoid conversion to Cr. Default GURPS rules are "Subtract DR, minimum damage is 0." The "edge protection" in LT adds in "If damage is Cut, reduce it to Cr if basic damage doesn't exceed twice DR." Adding in "If armor is reduced against Cr, use this value to resist the above Cr damage" isn't too much more complexity. There could be the odd edge case where you'd have done more Injury if you'd rolled 1 point less damage, however.
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| deadly spring, low-tech, pyramid 3/33 |
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