I love my GURPS Dungeon Fantasy campaign. It's been one of the longer campaigns I've run. Still, there are things we'd do differently, or we wouldn't port over to another campaign.
Weapon Master creates have/have nots.
One of my players - the one who runs Gerry and used to run Vryce - pointed this out. He's not the first to do so. But it's significant that it's so clear to everyone involved that this one advantage causes issues. I know some of my players would argue for a "lighter" version, or a way to make, you know, skilled guys viable via some version of this. But it's a fact that GURPS has always favored skill over strength (which is probably realistic), and giving something that rewards skill with the equivalent of both more skill and more strength means it's a mission-critical ability if you need both.
If you have it:
- you attack more frequently (-3/-3 for Rapid Strike, not -6/-6)
- your attacks are more damaging (+1 or +2 per die)
- your defenses are more effective (multiple defense penalties are halved)
- any benefits you have for combat skills or inflicting damage get a stacking benefit and increase in value.
If you don't:
- you get none of the above.
This isn't really news if you've played DF for a while.
I think if I ran another game, I probably wouldn't allow Weapon Master, Heroic Archer, and possibly Trained By A Master. The first for sure, the second just as likely, and the third . . . maybe. It's so much more limited in scope than Weapon Master, even though it affects more skills. Heroic Archer similarly creates a split - effective in ranged combat vs. nearly hopeless in ranged combat. You don't just become a better archer, capable of amazing shots . . . you become a machine gun. This is absolutely in-genre and necessary in a game with Weapon Master in common use, but if Weapon Master goes, so should it.