One alternative would be just to use the stats for a Bastard
Sword. However, some feel it should be more balanced than a Bastard
sword. An alternative is the katana uses the Broadsword skill one
handed and the Bastard sword skill two handed (you could make up two
new separate skills, but I don't really see any reason). The katana
is said to be bit better balanced than a Bastard sword, so it does
one point less damage two handed and does the same damage one handed
but, unlike a Bastard Sword, it doesn't need to be readied. This is
still a little generous (it beats the bastard sword in the role it
was designed for since loosing the ready is more important than a +1
to damage) but not objectionably so.
Main Gauche
The 2/3 parry comes from a fencing style. This skill
should only be used (or at least give the 2/3 bonus) when fencing (ie
using a fencing weapon) and I would make if P/H like other fencing
skills. Also, it is not clear why you lose the -1 to parry that a
knife has. Getting better at knife fencing by training is already
covered by higher skill level.
Parry Missile
This is cinematic skill. Parrying a thrown rock is
tricky (harder than baseball since it is coming right at you, jamming
you up, and you can get it while it goes by you). Parrying an arrow
is nigh impossible.
Short Staff
The 2/3 parry seems excessive, especially when compared
to a shortsword. The apparent justification is that you hold it in
the middle (so it is balanced and light), in which case this needs to
be made clearer in the rules. One can see this giving some advantage
to parry (as good as a staff is debatable, but not clear enough to
constitute an objection). Then, however, we need to drop the damage
down from sw+1 and sw to maybe sw-1 to reflect that one will do less
damage when you hold it in the middle. (You might leave the Jo stick
at sw+1 but drop the 2/3 parry, but either it is light enough to be
easily moved one handed or it is heavy enough to do broadsword
damage, but not both).
Throwing Stick
The base damage is as much as broadsword and seems
excessive.
Tonfa
This is another case where a 2/3 parry seems to have been
given out much to casually. Holding against your arm will lose as
much in reach as it will gain and it is not clear why the parry
should be any better. The main advantage would utility in close
combat.
Military skills
Unless you are running a very military oriented
campaign, you are not going to need skills that narrowly defined.
Personally if I were designing a PC I would just use Forward Observer, Naval Tactics, and Naval Strategy.
MANEUVERS
One problem here is that many of the maneuvers exacerbate a
problem with Judo parries. The idea is that, without a hard object
that you can use to interpose in front of an attack, you are not
only no worse off, but you are at a bonus. This is unrealistic based
on both the physics of the situation and that even black belts are
wary of armed men (or that nobody ever saves "big bucks" by raising
forces of unarmed men). The fact that a failed parry hits your arm
means little since you are going to get hit anyway (often in
locations that are much worse).
This wasn't a big problem until a bunch of new maneuvers came
out to incapacitate one's opponent with martial arts. The resulted
in a situation where the best person to stand up against a knight
wasn't another knight (who has to get by high defenses and punch
through heavy armor with his weapon) but an unarmed man (who can
generally take out any armed man in a round or so). It is also
unbalancing because martial artists have a number of other advantages
(not needing expensive equipment, no being able to be disarmed,
having extensive options to disable without killing, etc.). The
recent suggestion that a Judo parry is a sort of special dodge is
inconsistent with how Dodges are handled, provides no clear rationale
for the 2/3 bonus, and is inconsistent with the fact that some
maneuvers clearly assume that after a Judo parry you are in contact
with your foe (like arm or wrist lock). [Note: this only summarizes
the arguments surrounding this issue for which discussions have been
particularly extensive...]
One suggestion is... Parring weapons do not provide the 2/3
bonus (except maybe for close combat weapons like knives, make your
own call). Swung weapons are parried at a -4 (except for close
combat weapons such knives which are at a -2). Parrying thrusting
weapons is at a -2 for normal weapons and a -1 for close combat
weapons. It is also recommended that Dodging swung weapons is at a -
4 if you want to close into close combat (since dodging a swung
weapon forces you back).
Also, when a GM is coming up with maneuvers of his own, he
should be aware that, since maneuvers start at 1/2 or 1 point per
level, he is letting the character start along the easier
"beginner's" part of the learning curve again. This doesn't really
seem appropriate for maneuvers that extend a subset of an already
learned skill. Also, the scope of a maneuver has to be significantly
lower to justify a 2 point/level maximum progression.
Regarding Specific maneuvers...
Arm Lock
The defender should be allowed to resist with his weapon
skill. Also, I personally don't agree that one should be able to
grapple specific parts of the body at no penalty. Finally, I would
not have a cumulative penalty to break free. At most I would say
that after the first three failures, one can only try every 10 rounds
or so (to reflect the time it takes to figure out a new tactic or for
the foe to become slightly complacent).
Close Combat
One problem with balancing unarmed combat is the
immunity to attacks in close combat. It is not that hard to hit legs
with sword or to conduct a wrap around shot with many weapons. I
would reduce the penalty to a -2 to -4 (though I might also drop
damage to 1/2 damage).
Disarming
See Arm or Wrist lock.
Dual Weapon Attack
This is should be labeled cinematic. GURPS
already allows you to attack once a second which, for most types of
melee, is already at the upper end (mostly because PC's don't take a
moment to collect their thoughts the way a real combatant would).
There are exceptions, but they are just that, exceptions. If you
watch more skilled fighters, they don't attack more often, they
attack more effectively. When you attack more than once a second you
simply don't have time to consider what you are doing tatically and
tend to flail away.
Hit Location
You really can't train yourself to hit one location
more accurately without being able to hit other things more
accurately, which is almost the definition of high skill (there might
be an exception in martial arts where set combinations seem more
important, but I wouldn't use it outside of fights between martial
artists). Hitting one location in battle is different enough each
time that you can't learn to hit it by rote. What you do is just get
better at hitting any location better, no matter what it is. This
maneuver has, in fact, been the basis for critism of GURPS as
allowing some to make a character being a "specialist in lopping
hands off".
Horse Archery
Shooting an arrow off a galloping horse just seems
too difficult to justify being raised at 2 points/level (let alone at
the 1 point/level for the first level). I would either just have the
player raise skill level or make it a maneuver that goes up at
4/level (for even the first level).
Jump Kick
It's mentioned that this maneuver is discouraged in real
world training. However, the disadvantage that causes this to be
true isn't clear. For an attacker with decent skills, the odds of
falling are slight, especially compared to the utility. The roll to
fall might be made harder. Also, I would give the attacker at least
a -2 to -4 to subsequent parries.
Spin Kick
This a lot to do in a 1 second round (spin around, feint, and
attack) and still be able to defend normally. I would have the
person be at penalties to defend or have to make a skill roll to
recover before the next round. Or both
Compendium II rulings....
(some points, like the stats for a katana, are covered
above)...
Basket Hilt
This is a lot smaller than a Buckler (which is usually
thought to be about 12" across), which only gives PD 1. I have considered
restricting it to providing PD and DR for the hand only.
Dau
Giving the weight and damage, it should need readying.
Cloak
The main problem is how do you block swung attacks with a
cloak? The only way, esp for high swing, is contact with the cloak
around your arm. This is consistent with the skill being used in
fencing which concentrates on thrusting techniques. Thus, damage to
penetrate should be applied on almost all swung attacks (esp against
non-fencing weapons).
Katar
It not clear why it does so much damage (the force behind the
thrust is the same, regardless of how it is held) or how you parry
with it (unless there is some additional cross bar between the hand
and blade).
Knife Wheels
Again, compared with a Buckler, why do they get PD 1
(see basket hilt). Also, like the Katar, why do they do more damage?
Slashing Wheels
Again, why PD 1 when compared to a buckler?
Flight
This appears to be listed under cinematic rules but it is
not clear if they are intended to be cinematic. Actually, the rule
seems too harsh for a species that was born to fly. In fact, would it be
harder for a creature born to fly to fight than for someone on a
galloping horse? A mode of location you were born to should be
easier than one you had to train at (and which you are also
controlling another creature at the same time). I would not give
species that are born being able to fly, and don't have the Cannot
Hover limitation, penalties to attack or parry (wether they are
using a weapon or not). I'm not sure I would give any flyer that can
hover a penalty. Hover equals nearly montionless....
NEW SKILLS are listed below
Dodging (Physical/Very Hard) Defaults to (DX+HT)/2
Buy this skill based on the average of your DX and HT, rounded
down. Your actual Dodge is equal to half of your Dodging skill,
rounded down. Bonuses from Combat Reflexes, etc., are then added.
The GM should consider this skill slightly cinematic, and may wish
to restrict it to serious martial artists only, or even forbid it in
certain campaigns.
First Impression (Mental/Hard) Defaults to IQ-6, Psychology -4, or Detect Lies -2
Upom meeting someone for the first time, this skill gives a character the ability to tell what a person is like in a general manner, and whether they are trustworthy or not. The person with this skill must actually have a short conversation with the target in order to use this skill.
If conversation is impossible, then the character may roll at Skill -2 after viewing the target's body language and observing the subjects interactions with others for a few minutes.
The GM should give short but accurate responses to a successful roll. "This person is hardworking and trustworthy," or "This person is prone to lies and deceiving people," are both good responses. A failed roll means that the character cannot tell,
as the character did not get a strong enough impression about the person to register.
A critical fail means the GM should lie about the target's nature.
Observation (Mental/Hard) No default
This is the skill of using your senses to their fullest potential.
You may replace your IQ with your Observation skill for all active
Sense rolls; all modifiers for Alertness, Acute senses, etc., apply.
This only applies to active Sense rolls! Listening at a door or
looking for a person in a forest is active; hearing a footstep behind
you or noticing a thief cringing in the shadows is passive. In all
cases, the GM's word is final; GMs in doubt should assume that the
roll is passive.
List of the New MANEUVERS
All-Out Defense
A character taking the All-Out Defense maneuver has two choices
when he is attacked: he may make two normal (different) active
defenses against the attack (e.g., a parry, followed by a dodge if
unsuccessful), or he may make one active defense at +2.
Dodge and Drop
A character dodging missle fire may drop to the ground while
dodging, adding +3 to his Dodge against that attack. This is a free
action, but getting back up again is not.