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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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<blockquote data-quote="stonehead" data-source="post: 9548943" data-attributes="member: 7047885"><p>I think part of the problem is that GURPS assumes all characters are this specialized. You aren't a competent character who can specialize in one type of gun if you want, you're a gun specialist, who can pay extra to be able to use another type of gun.</p><p></p><p>In most systems, characters are generalists by default, and can optionally invest resources into specializing in something. Usually, a character buys their general "melee weapon skill" and then if they want to be a master swordsman, they take "weapon focus" or something to make their skill in different weapons be different. And then because it's part of their build, it's easier to remember. Lines on the character sheet are much easier to remember than lines in a 500+ page rulebook.</p><p></p><p>I think the other part of the problem is that default penalties are way too harsh. There's <strong><em>no default at all</em></strong> from swinging a sword to swinging an axe. That just seems way too strict to me. Playing the traditional adventure who uses whatever magic weapon is found in the dungeon is incredibly expensive.</p><p></p><p>I'm not trying to claim that swinging an axe is the same as swinging a sword, or that a sword fighter should be able to effortlessly switch to using an axe. I am claiming though, that a master sword fighter would be much better at swinging an axe than I would be. I'm sure swinging a weapon to hit your opponent has more transferrable skills than playing a sport would.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9548943, member: 7047885"] I think part of the problem is that GURPS assumes all characters are this specialized. You aren't a competent character who can specialize in one type of gun if you want, you're a gun specialist, who can pay extra to be able to use another type of gun. In most systems, characters are generalists by default, and can optionally invest resources into specializing in something. Usually, a character buys their general "melee weapon skill" and then if they want to be a master swordsman, they take "weapon focus" or something to make their skill in different weapons be different. And then because it's part of their build, it's easier to remember. Lines on the character sheet are much easier to remember than lines in a 500+ page rulebook. I think the other part of the problem is that default penalties are way too harsh. There's [B][I]no default at all[/I][/B] from swinging a sword to swinging an axe. That just seems way too strict to me. Playing the traditional adventure who uses whatever magic weapon is found in the dungeon is incredibly expensive. I'm not trying to claim that swinging an axe is the same as swinging a sword, or that a sword fighter should be able to effortlessly switch to using an axe. I am claiming though, that a master sword fighter would be much better at swinging an axe than I would be. I'm sure swinging a weapon to hit your opponent has more transferrable skills than playing a sport would. [/QUOTE]
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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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