SKILLS


New and Modified Forms of GURPS Skills

List of the Official Skills modified detailed below

Body Language
Boxing
Katana
Main Gauche
Parry Missile
Short Staff
Throwing Stick
Tonfa
Military skills


List of the MANEUVERS modified detailed below

Arm Lock
Close Combat
Disarming
Dual Weapon Attack
Hit Location
Horse Archery
Jump Kick
Spin Kick


List of the Official Skills modified from Compendium II detailed below

Basket Hilt
Dau
Cloak
Katar
Knife Wheels
Slashing Wheels
Flight


List of the New Skills

Dodging (Physical/Hard) Defaults to (DX+HT)/2
First Impression (Mental/Hard) Defaults to IQ-6, Psychology -4, or Detect Lies -2
Observation (Mental/Hard) No default


List of the New MANEUVERS

All-Out Defense, Single Defense +2
Dodge and Drop


Body Language

There have been a number of complaints about this one. One is that it duplicates psionic powers at a much lower cost. Another is that it really messes up feinting. There already is a roll to spot feints (the feint roll :-) and this one gives you a duplicative one. It is also uncontested (you make by 3 you stop the feint no matter how good it was) so that even the greatest weapon master of all time has a hard time feinting you. Finally, it cheaply adds an unnecessary and inflating bonuses to defenses (which are already inconveniently high). Trying to spot what kind of attack is coming as soon as is possible is a fundamental part of defense and should be covered by high skill. Boxing
This is a bit unrealistic with respect to fighting against armed men. See the comment regarding Judo (below, under "Maneuvers").


Katana

When used one handed, the Katana does a point more damage and you don't have to ready the sword every time you swing. When you use it two handed, you still do one more point of damage and you also, when you are lightly encumbered or less, get a 2/3 parry. Additionally, a Bastard Sword requires you to learn two different skills to be used with one or two hands while the Katana one requires one. On top of all this, the katana costs $100 less. (This is covered in excruciating detail, since was the subject of a number of heated discussions, in the file katana.objections)
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.


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