|
|
|
#1 |
|
Join Date: Mar 2006
Location: Iceland*
|
Coded into the GURPS melee weapon skill system is the assumption that one-handed versions of skills default to two-handed ones (and vice versa) at -3 for unbalanced ones and -4 for balanced ones.*
For some reason, this has never pleased me unduly. The practice of two-handing your sword or axe once your shield was ruined or dropped was too widespread for it to feel completely realistic that a normal combatant (skill 12) suddenly dropped below novice level when he did it (for what amounted to a minor benefit to damage). Martial Arts did a good job making two-handed weapons more attractive. It also introduced the Defensive Grip option, which went some way towards alleviating my concerns. Now someone with an arming sword who occasionally placed a second hand on his sword didn't need to be at -4 penalties when he did it, he was only at -2. On the other hand, this had the effect that when using a weapon that was designed to accomodate both hands, he'd suddenly be at a greater penalty than when using a less appropriate weapon. This felt wrong. The -2 penalty that Defensive Grip carried felt right. It seemed an appropriate penalty for a style of wielding that was different, yes, but significantly less different than going to a new weapon entirely. After all, most weapons that can be wielded in two hands as well as one include some elements of such stances in typical training. I have never implemented such a rule, but I'm considering reducing defaults between one- and two-handed versions of the same weapon to a flat -2 for all weapons. Do any playtesters or others of either the Basic Set or Martial Arts have thoughts on why the penalties are so steep and/or why I should keep them that way? *The exception is Spear, which has the unique benefit of combining both uses into one skill.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
|
|
| Tags |
| defaults, martial arts, two-handed weapons |
| Thread Tools | |
| Display Modes | |
|
|