Be Prepared

7th Oct 2022, 12:00 AM in Trials Of The Tesseract
Be Prepared
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Author Notes:

7th Oct 2022, 12:00 AM
Not everything in the starting equipment is always useful to you. But that doesn't mean it isn't worth keeping around for some reason or another.


7th Oct 2022, 12:42 PM
Ah, yes, weapon proficiencies! I... don't actually remember how that works in D&D.

You're about to use this as an excuse to talk GURPS again, aren't you?

You know me so well, voice inside my head! Which is why you know what to not say if you value your existence. >_>

Um... if you have any secrets, they'd be my secrets as well, and just threatening me is revealing that you have them to anyone rea-

Anyway, back to GURPS!

While there are traits you can take to make you "better" with a weapon, the main thing is... Skill. Your Skill level represents how much you've trained in that area. Want to be good with a knife? What's wrong with yo- I mean, you take the Knife Skill. Knives are pretty simple weapons, so it is an Easy Kill; this just means it costs fewer Character Points to reach the same Skill level as a more complicated weapon. As knives are relatively simple weapons, investing a single Character Point into the Knife Skill means your Knife Skill level is equal to your Dexterity.

Now, if you don't know a Skill, there are things called defaults. For example, Knife defaults to DX-4. Even though most people haven't used a knife enough to have the Knife Skill, we know the most basic aspects of using a knife (stabbing, slicing, etc.) so you can attempt to use a knife in combat by rolling against your Dexterity score less four. That is a pretty large penalty, but you still can roll. Some Skills are similar enough that they can default from one another. So, in that respect, I think this is a bit like proficiencies. The main difference is Steve not having any Guns Skill would be seen as odd, since he's a soldier. Yeah, even though he's a super soldier, they'd assume he had at least been taught how to use a gun. XD Though, given Steve's Dexterity score should be high (maybe even peak human), his untrained use for firing a Pistol should be on par with the average soldiers.
7th Oct 2022, 1:30 PM
I'd also like to add, with my limited knowledge of GURPS, example of defaults when it comes to combat skills. Using the example of the Hydra gun, that might have a Raygun skill, but it could default to using Gun skill with a -3 penalty (guessing numbers here). You know how to aim a gun like weapon, but you don't know what kind of kickback exists or buttons to press necessarily. Again, for a stationary giant target, I agree there was probably no need to roll.

It is a bit weird to see Steve say he's not proficient with guns, given there's a scene where he uses a pistol one-handed pretty proficiently, but it looks like that's not in this comic. But I could see Chris investing a feat into getting guns, even if it's not the best choice for a mini-maxer, because it suits the character.
7th Oct 2022, 8:00 PM
IIRC, it is reminiscent of Guile from some old Street Fighter II tabletop RPG. IIRC, in Murphy's Rules (a trivia book covering tabletop RPGs, released in the 90s by Steve Jackson games), the entry for Guile had ZERO firearm skills. Which is unusual for someone in the... Air Force? Army? I forget which one Guile belonged to.

Oh, and I figured I was going in too deep to explain firearms usage in GURPS. To be fair, GURPS lets you scale up or down detail. As someone who has struggled to learn how to fire even your basic hunting rife or shotgun, these rules are actually pretty realistic. XD If anyone reading this thinks it is too much... no worries, GURPS has simplified rules you can use.
7th Oct 2022, 9:00 PM
"I don't know how that works in dnd"

Eh, pretty simple. Each class has a list of weapons, or weapon types, that they are "proficient in". If you attack with a proficient weapon, you add a your proficiency bonus to the attack roll. Since proficiency is only 50% of the attack roll bonuses(strength or dex is the other half), at low levels you can get away with using weapons you aren't proficient in. But because Prof. Bonus increases with character level, and due to bounded accuracy making enemies harder to hit if your bonuses aren't increasing, at higher levels you really can't get away with using a weapon you're not proficient in. Luckily there are other ways to get proficiency like feats or training.
7th Oct 2022, 4:03 PM
Captain Nukem
Flashback to Darths and Droids, and a waterbreathing device, that they started with, used only once, and carried with them for 3 campaigns.
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