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James McMurray
post Jun 22 2006, 06:06 PM
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But you also end up with something similar to savage worlds but not as extreme: someone trained in a few weapons knowing how to use them all.
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Platinum
post Jun 22 2006, 06:19 PM
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that is true..... but you could also "encourage" or house rule it that they have to either concentrate or specialize. Then you have someone that is good at one thing, and can handle the others. much better than having you skilled at only 1 thing and incompetant in everything else.
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James McMurray
post Jun 22 2006, 06:21 PM
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True. Which is why I'll probably never play a non-house ruled version of Savage Worlds. ;)
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PBTHHHHT
post Jun 22 2006, 06:33 PM
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That's great, go do that, who the eff cares? The world gonna explode or something? Oh wait, I'm gonna go play it non-house ruled. *gasp*

Sorry, being snarky because gawd, you guys are going back and forth and back and forth and...
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James McMurray
post Jun 22 2006, 06:37 PM
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So then ignore us. :)
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PBTHHHHT
post Jun 22 2006, 06:45 PM
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More or less I do, I'm trying to find the relevant stuff in the thread that's on topic. But it's getting a bit like mush at times. Ah well, on par with dumpshock.

edit: hell, I'm not even gonna touch the knife amnesty thread and I'm the one that started it. :silly:
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James McMurray
post Jun 22 2006, 06:46 PM
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I don't think anything's been on topic for 2 1/2 pages. :)
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nezumi
post Jun 22 2006, 07:00 PM
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I'm just glad Cain and James (whichever one it is there) decided to break the TN thread in the SR4 forum instead of my thread.
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James McMurray
post Jun 22 2006, 07:05 PM
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You'll never find a thread where I bring up Savage Worlds first. That's Cain's fetish.
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Shrike30
post Jun 22 2006, 07:42 PM
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I'm a fan of the SR4 approach; players get a choice of whether or not their character is good at a specific aspect of a skillset (pistols, for example) or if he's good at the skillset in general, at a slight discount.

This means it's possible to make a rifle shooter who really can't shoot handguns to save their life, or someone who's just a good shooter all-round.
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Eyeless Blond
post Jun 23 2006, 05:25 AM
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The blowgun/bow example above would be fairly easy to handle as a situational modifier. I'd just subtract 2 from Cap. Jack's roll, maybe 4 if I was feeling mean, to represent him using a weapon he's unfamiliar with. Heck, even if he were as intimately familiar with blowguns or bows as he was with pistols I'd give him a -1 just for using someone else's weapon without getting used to its balance and such.

(Edit: Removed ssecond paragraph as it wasn't really constructive.)
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James McMurray
post Jun 23 2006, 01:15 PM
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I'd do something similar, but that would be "applying silly nonproficiency penalties." The other alternative would be to either apply roleplaying penalties (rarely a good idea for the game) or for the character to have to spend build points in order to gimp himself.

It takes 2 build points to gain an edge or 1 build point to increase a skill. Thus the character could either spend 2 points to get a +1 to pistols, or spend 2 points to get a +2 to every single ranged weapon ever invented, or that ever will be invented. That means taking 4 hindrances just to be able to gimp myself by restricting my abilities.

Another problem I just saw is that a lot of the hindrances are roleplaying penalties which aren't actually penalties. For instance, if I wantt o play someone who is loyal, cautious, and curious with a few minor habits and quirks (which have absolutely no game effect) I get a free 9 build points without actually losing anything. Someone else wanting to play a heroic character doesn't get any bonuses.

Can someone with the main book tell me if Novice level is a character with 1-19 experience points like it is in the test drive rules? If so, a starting character has to be trained in every weapon known to man equally because you have to be a Novice to take Trademark Weapon. If you want to be noticably better in the weapon (Improved Trademark Weapon) you have to have 40xp under your belt.

The following assumes that 1d10 is olympic level ability. If it's different, just adjust the numbers accordingly, the point remains unchanged. That improved trademark weapon is only +2 means that someone who has trained exclusively all their lives with a sniper rifle and has reached a supreme level of ability (he's rolling d12+3) will be one of the best on the planet with a bola, blowgun, or sling as well.

Transfer that over to fighting for a guy who has specialized in stand up striking will also be one of the best in the world at wrestling, despite never having grabbed another person with intent to harm. While it's just sport fighting, I've watched quite a few bouts where incredibly good strikers lost in a heartbeat to wrestlers because they had no ground skills. The opposite is also true, where thoe with great ground skills fall flat on their faces if the fight stays on it's feet.

Or what about the guy who has studied beating people with a wet noodle all his life. Stick him in a kung fu tournament and he's quite likely to win, even if the rules specify that any move not found in the style being used for that round will cost you the match. If you feel like arguing the wet noodle reference due to lack of a sense of humor compatible with mine, feel free to replace it with the most outlandish hand weapon you can think of. :)
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Eldritch
post Jun 25 2006, 10:29 AM
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A little bit more info, to knock this thread back on track ;)

QUOTE
Damon White Reports:  From Jordan Weisman:

"Due to changing demands within our industry and within our own company, WizKids is reorganizing to strengthen itself within the marketplace. In doing so, we are making changes at the executive level management of our company, bringing in highly skilled and proven leaders

while allowing the creative side of our company to focus on continued innovation.

I am stepping down as CEO of WizKids. Moving forward, I will continue to work with WizKids in a creative capacity, exploring new product innovations and game development. The goal is to allow me to do what I do best and what I love the most, which is to create great games. Stepping down as CEO is a very difficult decision. But I believe it is best for WizKids, as well as what is best for me.

Lax Chandra will be taking on the role of President at WizKids. Lax was most recently Topps Company’s Director of Business Development for the Entertainment Division and head of the Internet Group. Lax’s mix of strategic vision, passion and discipline combined with his impressive business experience make him a solid choice as WizKids next President. I am confident he will effectively lead WizKids into its next chapter for years to come.

With the strong addition of Lax, WizKids has also hired Joe Hauck as the Executive Vice President of Sales, Marketing and Product Development. Joe brings with him 10 years of game industry experience, most recently as Vice President of Brand Marketing for Wizards of the Coast. Joe is one of the most accomplished marketers in the history of our industry. His experience managing the Magic brand is a testament to steady brand development and extension. Joe will focus on growing WizKids’ market share, forming strategic partnerships, and delivering top-notch products to our industry. I am pleased to welcome him as a valued member of our management team.

WizKids is firmly committed to supporting the Core Hobby Game industry and plans to serve this industry for years to come. The company’s commitment to innovation and excellence has not changed and we look forward to working with all of the folks that make this industry great to help transform the marketplace into a vibrant and exciting one again."

Sincerely
Jordan Weisman
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JongWK
post Jun 25 2006, 03:39 PM
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A little more info: SEC report.
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Grinder
post Jun 26 2006, 07:16 PM
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What do you think of this? Does anyone here know the two new dudes?
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Demonseed Elite
post Jun 26 2006, 09:31 PM
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Can't say I know anything at all about Jordan Weisman's reasons for stepping down, but he is also running another company that he founded. That company is doing quite well, it seems, and taking on at least one new major project. So it might be that he was just having trouble running two companies, which would be pretty understandable.
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Cain
post Jun 27 2006, 11:03 PM
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QUOTE
Skill in "hurting things" is not realistic, as least not if you allow that skill to apply to every possible method of dealing pain and/or damage.

You're thinking of this in the wrong way. If you have a d4 in Fighting, you're equally incompetent in every fighting style known to man, correct? Getting to a d12 skill is fairly difficult, and would definitely leave a starting character wide open to all sorts of trouble.

Your fighting skill defines your raw ability with melee combat. Having trained in fencing, you're still going to do better picking up a random swordlike weapon than someone who's never touched a sword in his life. SW abstracts this into an average score: you're better with some weapons, worse with others, but on the whole you come out to be about at a certain level. The exact preferences aren't shown mechanically, they're mostly shown through roleplay (e.g., the guy with the Claymore and the guy with the rapier might have the same fighting skill, but won't use the other's weapons.)

If you want to show a particular specialization, you can take a Trademark Weapon edge, or other edges.

QUOTE
Having dice pools composed of Attribute+Skill also helps with that. Since related Skills typcially have the same Attributes that Attribute works sort of like a basic general ability that tasks of various related Skills sit on top of.

This approach, unfortunately, nerfs skills in favor of raw attributes. Under SR4, for example, a completely untrained elf with Quickness 10 is just as skilled as a world-class expert with Quickness 3 and Unarmed Combat 6. SR3 used a weak link system, which showed up in karma cost and in defaulting dice; unfortunately, it also lent itself to some wonky situations. GURPS, d20, and Savage Worlds also have a weak link system. However, there are also systems out there that completely divorce skills from attributes altogether. I don't think that any one is necessarily better than another, but I've noticed that the strongest and most durable systems tend to favor the weak-link structure.
QUOTE
It takes 2 build points to gain an edge or 1 build point to increase a skill. Thus the character could either spend 2 points to get a +1 to pistols, or spend 2 points to get a +2 to every single ranged weapon ever invented, or that ever will be invented.

Incorrect, although you're close. Once your skill equals your attribute, the cost to raise it doubles. Additionally, there are no "build points", there are basically "freebie points" that you can gain by taking Hindrances. So, you've taken a hit elsewhere to improve your skill. Once you begin game and start spending XP, it becomes cheaper to buy the Edge than raise the skill above the linked attribute.
QUOTE
Another problem I just saw is that a lot of the hindrances are roleplaying penalties which aren't actually penalties. For instance, if I wantt o play someone who is loyal, cautious, and curious with a few minor habits and quirks (which have absolutely no game effect) I get a free 9 build points without actually losing anything. Someone else wanting to play a heroic character doesn't get any bonuses.

Unfortunately, you can't get that many points. You can only take one Major and two Minor hindrances, for a total of 4 bonus points. And all those do have game effects, they're just not described in detail in the Test Drive rules. IIRC, you'll be making a lot of Spirit checks to avoid certain actions.
QUOTE
Can someone with the main book tell me if Novice level is a character with 1-19 experience points like it is in the test drive rules? If so, a starting character has to be trained in every weapon known to man equally because you have to be a Novice to take Trademark Weapon.

0-19. You start out as a novice. Admittedly, the test drive could have been clearer on that part.
QUOTE
The following assumes that 1d10 is olympic level ability. If it's different, just adjust the numbers accordingly, the point remains unchanged. That improved trademark weapon is only +2 means that someone who has trained exclusively all their lives with a sniper rifle and has reached a supreme level of ability (he's rolling d12+3) will be one of the best on the planet with a bola, blowgun, or sling as well.

Bear in mind that the TN to hit anything in ranged combat is 4. With a d12+3, you're going to be hitting almost all of the time. That's why the edge is actually better, overall. Also, IIRC, olympic-level is d8.
QUOTE
Or what about the guy who has studied beating people with a wet noodle all his life. Stick him in a kung fu tournament and he's quite likely to win, even if the rules specify that any move not found in the style being used for that round will cost you the match.

Then he'd lose, due to using out-of-style moves. There are advanced rules for martial arts in Deadlands: Reloaded that address this sort of thing much more specifically. Basically, if someone has defined his trapping for Fighting as Mantis-style Kung-Fu, and he's in a noncontact karate tournament, then he's going to be disqualified bor using the wrong martial art. Trappings are a very important part of Savage Worlds, both in the roleplay and in the rules.
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James McMurray
post Jun 27 2006, 11:59 PM
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QUOTE
The exact preferences aren't shown mechanically, they're mostly shown through roleplay (e.g., the guy with the Claymore and the guy with the rapier might have the same fighting skill, but won't use the other's weapons.)


So there are roleplaying balances to rules problems? I could swear I've seen you complain about that in the past. Interesting...

QUOTE
If you want to show a particular specialization, you can take a Trademark Weapon edge, or other edges.


Yes, I know. My examples included that. Having trademark weapon of hunting knife and a base skill of 8 means I am only 12.5% better with a hunting knife then I am with a spiked chain, whip, and nunchuku, despite never having picked up one of these complicated weapons in my life. If my skill is higher the disparity is greater.

QUOTE
Under SR4, for example, a completely untrained elf with Quickness 10 is just as skilled as a world-class expert with Quickness 3 and Unarmed Combat 6


How'd he get to be world class with such a low stat?

QUOTE
Incorrect, although you're close. Once your skill equals your attribute, the cost to raise it doubles.


Not incorrect at all. You're assuming that I'm bypassing my attribute. What you're basically saying is that the rule works, but only if you have a low attribute.

QUOTE
there are no "build points", there are basically "freebie points"


Cute little game of semantics you've got going for yourself there. How do you tell who wins? :)

QUOTE
Bear in mind that the TN to hit anything in ranged combat is 4. With a d12+3, you're going to be hitting almost all of the time. That's why the edge is actually better, overall. Also, IIRC, olympic-level is d8.


So then someone who is beyond olympic ability with a sniper rifle (he's got d8+2) will have olympic abilities with every single ranged weapon on the planet that isn't thrown? LOL

QUOTE
Then he'd lose, due to using out-of-style moves. There are advanced rules for martial arts in Deadlands: Reloaded that address this sort of thing much more specifically. Basically, if someone has defined his trapping for Fighting as Mantis-style Kung-Fu, and he's in a noncontact karate tournament, then he's going to be disqualified bor using the wrong martial art. Trappings are a very important part of Savage Worlds, both in the roleplay and in the rules.


There's two problems with that setup. First and foremost is that someone has to buy the Deadlands book if they want to make a martial artist.

Second is that either

a) those kung fu guys get to use their fighting skill in a swordsmanship tournament but the boxing guy doesn't get to use his style in a kungfu tournament or

b) fighting skill doesn't apply to fighting because you have to add rules to differentiate between weapons and styles. or

c) all of the above

Any way you slice it the fighting = all melee doesn't work, and it looks like the designers realized it. It sounds to me like they saw a problem and released a patch for it in Deadlands. But wait, releasing patches is a bad thing, right?
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James McMurray
post Jun 28 2006, 12:18 AM
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Quick followup question re: fighting:

Since it doesn't apply to everything, is it like

a) the Incompetent flaw where you rely on GM Fiat to determine which skills each character can use or

b) the Incompetent flaw where you rely on the players to not abuse it?

edit: or is it like the edge rules, where you rely on GM Fiat to prevent abuse? Or maybe it's like the edge rules, where you rely on player restraint to prevent abuse?

Perspective is everything. :)
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mfb
post Jun 28 2006, 12:49 AM
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QUOTE (James McMurray)
So there are roleplaying balances to rules problems? I could swear I've seen you complain about that in the past. Interesting...

your issues with the fightin' skill are your problem, not a rules problem. the rules themselves work perfectly well. you act like using a nunchaku or flail is rocket science. it's a bendy stick, which you hit people with. training with your hands, or with a sword, won't school you on the finer details of what you can use that stick to do, but it will certainly give you a basic ability to hurt people with said bendy stick. is this precisely realistic? no. but it is certainly as realistic as any other melee mechanic i've seen.
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Kagetenshi
post Jun 28 2006, 01:13 AM
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Cain
post Jun 28 2006, 01:55 AM
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QUOTE
So there are roleplaying balances to rules problems?

No. It's a roleplaying game, so it has mechanics for actual roleplay. I know that roleplay is kinda a foreign concept for some, but trust me, it works. 8)

QUOTE
Having trademark weapon of hunting knife and a base skill of 8 means I am only 12.5% better with a hunting knife then I am with a spiked chain, whip, and nunchuku, despite never having picked up one of these complicated weapons in my life.

Not true. Since Savage Worlds is a multi-die system, the exact amout of improvement created by a +1 vs a die increase depends on the die used. So, the edge is more beneficial at both low and high levels.
QUOTE
How'd he get to be world class with such a low stat?

Ask the SR4 devs. They're the ones who defined skill 6 as world class, but can still get totally pwned by someone with no training whatsoever.
QUOTE
Not incorrect at all. You're assuming that I'm bypassing my attribute. What you're basically saying is that the rule works, but only if you have a low attribute.

No, you are still incorrect. 1 bonus point != 1 skill raise. What I'm saying is that you need to either read the rules, or check your math.
QUOTE
So then someone who is beyond olympic ability with a sniper rifle (he's got d8+2) will have olympic abilities with every single ranged weapon on the planet that isn't thrown?

His general *firearm* abilities will be that good, yes. However, without the specific edges to boost other ranged weapons, he won't be as good. There are a lot of firearm-specific edges that'd be necessary to get a truly expert sniper.

You obviously haven't trained with many melee weapons or in martial arts, so let me explain. Once you've started to develop skill in any melee art, you can pick up other arts much faster than before. Even if they're based on opposing principles: all fighting arts are based on body mechanics, and there are only so many effective ways to move. The question isn't in which moves are used; it's in how it uses those moves. Being super-skilled in swordsmanship but totally incompetent with a club is not how things happen; in the real world, a person's overall fighting ability tends to fall within a fairly narrow range. Savage Worlds abstracts this into one generic score, rather than nitpicking it into a hundred different difficult-to-track traits.
QUOTE
There's two problems with that setup. First and foremost is that someone has to buy the Deadlands book if they want to make a martial artist.

Like you don't need to buy Cannon Comanion to do the same thing in Shadowrun? Or whatever the advanced combat book is going to be for SR4? Heck, other than dedicated martial-arts RPG's, I can't think of a single game that includes advanced martial-arts rules in the base books. That's not a problem with Savage Worlds, it's a problem with every game on the market.

QUOTE
Second is that either

a) those kung fu guys get to use their fighting skill in a swordsmanship tournament but the boxing guy doesn't get to use his style in a kungfu tournament or

b) fighting skill doesn't apply to fighting because you have to add rules to differentiate between weapons and styles. or

c) all of the above

Wrong. Reread the Trappings rules.
QUOTE
a) the Incompetent flaw where you rely on GM Fiat to determine which skills each character can use or

b) the Incompetent flaw where you rely on the players to not abuse it?

edit: or is it like the edge rules, where you rely on GM Fiat to prevent abuse? Or maybe it's like the edge rules, where you rely on player restraint to prevent abuse?

None of the above. Unlike the aforementioned rules, Savage Worlds actually works. 8)

By the way, missed this one earlier:
QUOTE
A game's realism level is often tied directly to it's complexity. The more realism in the rules desired the more complexity required. Savage Worlds, from what I have seen, is an incredibly simple game. This isn't a bad thing, but it does mean that realism suffers in comparison to most other games with a higher complexity level. Savage Worlds (simple) is less realistic than Shadowrun (moderately complex), which is less realistic then Rolemaster (complex), which is one of the more realistic games I've played but is certainly not a mirror of reality. I'm sure there are systems wout there that are both more realistic and complex than Rolemaster.

Granted, SW isn't an attempt to go for a super-realistic game. It's designed for pulp-style, over-the-top action. However, your complexity scale is way off. Wushu and Capes, the games I linked to earlier, are very simple. BESM is simple. Savage Worlds is about average; it just runs faster than simple games. It's on about the same level as d20 core, although it may be a bit more on the True20 side; I'd also put CinUni around this point. Shadowrun, of *any* edition, is fairly heavy; and Rolemaster is insanely complex.

Even within that, Rolemaster is not nearly as realistic as other systems. GURPS, for example, is less-complex and [by default] much more realistic than Chartmaster. FATAL is so complex as to make Rolemaster look like Wushu; and it's probably the least-realistic game out there. (It's so bad, in fact, it's damn near impossible to suspend disbelief.) The original James Bond game is more realistic than Shadowrun by a large margin, but it's somewhat less complex. For that matter, Shadowrun has never tried to be a "realistic" system; it's famed for being one of the early abstract systems.

Once you've gotten a bit of experience with other game systems, you'll see exactly what I mean. You might like a more realistic style of game, which is fine; but don't assume that because a game is less complex, that it is automatically less realistic. Complexity != Realism.
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SL James
post Jun 28 2006, 02:03 AM
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QUOTE (JongWK @ Jun 25 2006, 09:39 AM)
A little more info: SEC report.

QUOTE
The termination of the Employment Agreement is part of an overall  restructuring the Company has implemented  in which it has  reduced  its U.S.  workforce  by approximately 17%.

Sounds like a nice way of saying that he wasn't forced entirely out of the door because they were laying off people, but that he took some sort of buyout or early retirement.
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Frag-o Delux
post Jun 28 2006, 02:05 AM
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The problem I see with an all encompassing melee skills isnt so much that learning to swing a flail isnt much different then swinging a nunchuk, because its the same damn weapon. A flail is a stick with a rope and another stick on it, it was meant to be used to knock the grain from the chaff, guess what, the nunchuk is the same thing. It was used entirely differently because of cultures. Try comparing weapons that are reasonably the same, but really different. Like a two handed sword, like a claymore and a 2 handed long axe. Its basically a crushing weapon and really long. But in the details they are nothing alike. Its at higher levels, the finese to make yourself a world class fighter with that weapon is in the details. Details you can only learn with using that weapon. But with that rule, I can master a Claymore but still keep the mastery of the axe.

I also would like to know how much real experiance everyone has with weapons. Yeah a short swonrd is basically the same as a long sword, but once you get to a point the short sword is totaly different then a long sword. You can stab and slash with both weapons, but how you get into possition to do it are two different things. Fighting with a dagger is nothing like fighting with a sword, so you can take a walk with that idea. Watch the UFC stuff once in a while, watch when you have a striker fight a grappler. The striker will pound the other guy for a long time, but once the grappler gets the striker to the mat, the grappler usually wins, if the stirker just doesnt knock the grappler out. Now both fighters are masters in their chosen forms, by the SW rules, the striker should be able to grapple as well as the grappler and the grappler strike as well as the striker. Add a sheild to yoru sword fighting or a second weapon and youll totally change the game again.

Firearms are just as complicated. Firing a pistol has completely different skills then long arms, not to mention a bow. Shooting at extreme ranges is also a new ball game. The firing postions of a pistol are nothing like a rifle. Hell firing a 22 pistol is a lot different then using a 45 in a combat situation, sure you can use both at a target range but try using a 45 like a 22 in a running shoot out. And the next person that says you dont really need to aim a shotgun using bird shot gets kicked in the nuts, because they have never fired a bird shot shotgun at a bird flying 15 or 20 yards away and watch as your wadding just misses and the bird continues on its way. Id like to see an olympic archer shoot at a marine sniper shooting match and the marine do the archery ans see which hits the most targets.

Just look at the training the military and police get and how the mixed martial arts fighters train. The military doesnt train a soldier with a rifle then say, well now that are excellent rifle shots, their training is over. They send them off to learn the crew served weapons, grenade launchers, rocket/missile launchers how to use such weapons from mounted positions liek on Hummvees. Mixed martial artists cross train in many forms of martial arts including wrestling because they have too. They maybe a black belt in karate but a world class wrestler will still out wrestle them.

You can roleplay it out, but I see situations where your players lose their pistol and pick up a crew servered machine gun and lay waste to the enemy just as easily an heated arguement over why he cant do it, the rules say he can. It makes more sense to split up all the skills.
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SL James
post Jun 28 2006, 02:08 AM
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*suggests moving this to any other thread*
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