Overview - I don't like how normal armor, e.g. platemail, gives
a big defensive bonus against missile weapons. In particular, the
standard GURPS rules do not motivate the mid-TL players to stop wearing
armor with the appearance of guns. The armor may not be effective against
the huge damage, but the PD helps them avoid getting hit. Here is an idea I
saw else where that resolves the issue.
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Dropping the PD for armor
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- armor does not improve PD. Shields still do.
- Block - is your Shield skill (no divide by 2)
- Parry - is a maneuver off your weapon skill
- Dodge - is a PE skill based on Move
All Active Defenses are reduced by your encumbrance level.
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Shield (Physical Easy)
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Defaults to DX - 4
or Buckler - 2
pB52
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Your Block is your shield skill, no divide by 2. You do add your shield PD and subtract your encumbrance level.
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Parry (Hard Maneuver)
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Defaults to Weapon Skill - 4
Prerequisite: Any weapon skill; must specialize
no upper limit
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Your default Parry is your weapon skill - 4. You do add your shield PD and
subtract your encumbrance level. Note: the Fencing skill does not give any
bonus to your parry, thus the Fencing skill should be PA like Broadsword or
Shortsword. A Fencer just buys his Parry maneuver up.
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Dodge (Physical Easy)
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Defaults to Move - 2
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You can improve your Dodge well above your Move. You do add your shield PD and subtract your encumbrance level.
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Since we don't divide the defensive skills by 2, we balance All-out-Defense with All-out-Attack:
All-out-Defense gives:
- +4 against one foe, or
- +2 against multiple foes