Fight Like You Train; Don’t Waste Your Time
Roland Warzecha has a new Patreon video out; it will likely be publicly available sooner or later. It was shot at the Berlin Buckler Bouts over the last few weeks. In it he emphasizes the similarities between weapons used in the off hand, and shields are definitely a weapon.
But in it, he really emphasizes how the motions you use with a center-gripped shield are essentially the same training as with the primary-hand sword. “The shield-fighting is really no different than fighting with two weapons.”
So if you swapped out the shield for an axe or sword, there are only mild differences. Slight stuff due to the character and balance of the weapon.
But this is a gaming blog, so what does that mean for RPGs?
This suggests that a “one-handed weapon” skill with reasonable defaults would apply to swords, axes, and the use of the Shield (Buckler) skill. And that much of the training that at least we do (most of the stuff I learn is based on Roland and Arthur’s fighting style, obviously, as they’re our head instructors), we’re using the tools in a way where we more or less train “right-hand weapon,” and “left-hand weapon,” with emphasis on primary-hand sword, and secondary-hand shield, but it translates fairly well to sword-and-axe.
It does help that my own teachings emphasize symmetry of ability (OK, 50 cuts primary hand with the axe. Next, 50 cuts to the pell off-hand with the axe. Repeat for 2-4 angles of cut!). But really, what you’re doing, what works, etc is very similar.
In GURPS, at least, including most of its variants, there’s been recent discussion on a “Melee Weapon” Talent, with everything appropriate defaulting from that, in one way or another. I find this credible for most things (I find it less credible for knife-fighting, but that’s mostly because in my experience knives are utterly unforgiving and utterly quick, so it may be credible still, but at the extreme edge of penalties to be bought off). I mention that D&D handles this easily, and why it mattered recently, below.
In any case, there are some neat and subtle points in the video that I think lend some degree of support to reducing the number of skills. Much as Hans-Christian Vortisch published an article collapsing many Guns skills into “Guns (Longarm),” I think that at least for the right framing: “Reach 1 weapons,” or “1H Reach 1 Weapons” that such a thing fits in with two things:
- It fits well with how folks wish to build characters in GURPS: put most of the points in one skill. It’s efficient, and effective. It’s how all the Dungeon Fantasy RPG characters tend to be built.
- It fits well with how real people are going to apply and learn their skills. In a combat, adrenaline-filled situation, you will not wish to flip back and forth between two vastly different mind-sets and physical stances/procedures. That way will introduce openings to get you killed.
More commentary and pictures below the break.