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#1 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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It also oddly implies that this weapon is most effective as a weapon when used as if it was another weapon entirely. That's...boggling on a lot of levels. Not the least of which is that I'm not sure why Two-Handed Sword would teach you a better, more effective swinging for a 6' stick than the actual Staff skill would. They don't mutually default, either, so you couldn't ever learn that one clever grip-and-swing technique to get +1 damage without learning a whole new skill. Spear is a less glaring case, but I'm not sure what you are learning in Spear School that makes you poke better with blunt weapons than the folks who actually learn to fight with that specific blunt weapon. The mid-point Parry bonus approach isn't a bad idea, though, but damage gets funky when you try to move points around. As you know, the upcoming GURPS Low-Tech does that, but generally we moved a few underpowered (and thus underused) weapons up, since there isn't much room to create more spread in the exiting range of weapons.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#2 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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In fact, you could extend this to all pole weapons. Spears used at -1 to damage get +2 to parry. Halberds used at -1 to damage get +2 to parry. And so on. Heck, even a 2 handed sword held with one hand well along the blade might qualify for +2 to parry at -1 to damage (they were historically often used like this). Luke |
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#3 | |
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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That's pretty much what those rules are there for, and what they do (especially in combination). I know this won't make the staff-is-too-powerful crowd happy, but frankly I don't see why it's so powerful. Damage: sw+2/cr or thr+2/cr? Nice, but it's merely 1 point better than most 1-handed weapons, it's not better than any two-handed weapons, and it's only crushing, so you don't get any damage bonus past DR. Defense: +2 to Parry, lots of improved defenses if you turn all the optional rules on. Good stuff, making it defensively worth it. A strong point in its favor but not as good as, say, fencing weapons vs. multiple attacks. Reach: 1,2 is pretty sweet, but lots of two-handed weapons have that - swords have it too for their big swing attack, which is what they mostly get used for. Odds-and-ends: It's two handed, so you can't keep using it after you get an arm or hand crippled. That's a big downside. It's terribly ineffective against missile attacks, like most melee weapons, and you can't supplement with a shield to get a Block score. If you have cinematic skills like Parry Missile Weapons, or if you are also a very-high-Dodge character, this is less of a problem, but then it's in-genre for you to be kicking ass all over the place. Even then, other melee weapons can replicate this effect. I've been running GURPS a long time, but the killer wave of staff monsters has never come. Even killer staff NPCs are really annoying until someone with a higher skill just kills them anyway, or someone with a good ranged attack blows them away. The two-handed nature of the weapon is a real limiter in actual play, nevermind having to always tote around this big non-concealable stick. The damage is the next big limiter, because crushing just isn't that exciting, especially if you do sw+2/cr for like 2d+2 and your buddy is doing sw+/1 cut for like 2d+1 one-handed and has a shield or another weapon. Finally the lack of missile defenses is really annoying, so you have to be Staff Monster and Dodge Monster...and if you are Dodge Monster, who cares about the staff's superior Parry anyway? You go get something higher damage because defenses are already covered.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#4 | ||
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Join Date: Jul 2008
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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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#5 | ||
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Compare: Smallsword-16 gives Parry 11, -2 for additional parries after the first, +3 for Retreat. Staff-16 gives Parry 13, -2 for additional parries after the first using the rules from MA123, +1 for Retreat. So with retreat they both have a 14. Additional parries for smallsword are at 9, 7, 5, and of which get a potential +3. The staff gives 11, 9, 7, any of which get a potential +1. And yeah, off-hand parrying will affect two-handed fencers, but I've yet to see a two-weapon user who didn't just pay his or her 1 point to get rid of that penalty entirely. Quote:
If you use a spear as a staff, you'll need to learn two skills - not many weapons using two skills turn into a Reign of Terror in my games, because you could have gotten 2x as good at one of those skills. Staff @ DX+8 (32 points) is generally more attractive than Spear @ DX+4 and Staff @ DX+4 (16 points each). ...and I guess I'm wondering, does making Staff do -1 damage "solve" all of this? Does adding an additional layer of defensive weapons use on top of the two rules that already exist help? Does reducing the +2 parry to +1 for certain staff weapons equalize them? And is staff so damn awesome now that you need to do all of this to fix it? This is why I didn't try to change any of this stuff in MA or in Low-Tech. It doesn't seem to be a problem that needs fixing in the first place, to me.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I somewhat like the idea of a sliding +2 bonus: Base damage is unmodified swing or thrust crushing, base Parry is 0, and you get +2 – total – to allocate between damage and Parry at the start of each turn. This would reflect various transitional grips, and be independent of whether you selected All-Out Attack, Committed Attack, Attack, Defensive Attack, or All-Out Defense, which would give all their usual bonuses and penalties . . . although naturally, someone who planned to pick All-Out Attack (Strong) or All-Out Defense (Increased Parry) would lump the +2 into damage or Parry, respectively. It would also be independent of combat options. Thus, a staff fighter could get the listed damage with no special Parry bonus, the listed Parry with weak damage, or something in between, and the justification for this extra level of trim would be the relative ease with which one can adjust staff grips.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#8 | |
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Join Date: Jul 2008
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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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#9 | |||
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Join Date: Mar 2006
Location: Iceland*
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If we're assuming a style perk for all fencers, we should certainly assume that all staffmen have Grip Mastery (Staff) and thus another +1 to Parry, relatively. Quote:
A staff ought to be brilliant defensively. I just have problems visualising how one manages to get the same damage from it while holding it near the middle and ready for another +2 Parry as one gets while holding it near the end and swinging full force. Quote:
While not as balanced as a quarterstaff, they do seem to have some of the defensive advantages. And I'm always more comfortable with a smoother sliding scale than a gaping abyss between two extremes.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#10 |
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Banned
Join Date: Oct 2007
Location: Europe
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I once read, probably in an Usenet post, that during a certain long period in medieval England, more murders were committed with quarterstaves than with all other weapons combined. They can really injure people.
The main problem is perhaps that a quarterstaff isn't efficient at all at injuring armoured opponents, especially ones wearing metal armour, even more so rigig metal armour. AFAIK GURPS doesn't simulate that fact at all. So maybe that's what you should look into? |
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| Tags |
| martial art, polearm, rules interpretation, rules question, staff |
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