So a strictly by-the-Basic-Set way to do this is to set a CR, and then either change the LCs of the weapons, or change the CR by class of weapons.Īw, do I have to? No.
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It often varies by category - some societies are more permissive of weaponry, others of speech, etc. It ranges from 0 (anarchy) to 6 (total control). Okay, sounds good, but Basic Set also makes the blanked statement that "All melee weapons and muscle-powered ranged weapons intended for combat are LC4." In anything short of a very controlled society, this means anything from a dagger up to a halberd and anything in between is fine.Īfter all, LC4 means the "item is openly available in most societies, but tightly controlled societies might restrict access or use."Ĭontrol Rating is how restrictive - or not - your society is. A stranger visiting the average medieval village wearing a suit of plate armor would be every bit as conspicuous – and threatening – as a person carrying an assault rifle into a corner grocery store today!" This applies in historical settings as well. Most settings have laws or customs that govern the weapons and armor you may wear on the street or on the job without attracting attention (see Legality Class,box). Legality Class (LC) is how the weapon is viewed by the legal authorities. But usually falling by the wayside are two other stats that can be critical - LC and CR.
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A few people might even consider cost*, or a coolness factor, or characterization. When choosing weapons in GURPS, generally people care about a few combat stats - damage, parry, weight. To determine what weapons to carry, consider your situation first, and then your skills, strength, and budget.