The Basics
The Thrust vs Swing argument - debate, comparison - is a long and storied one. Much of it stems from the confusion around what damage actually means in GURPS, which is a difficult question to answer. In fact, it's already half-answered. The damage of high-tech guns and bullets is well-documented. By defining 1" of RHA steel as having DR 70, we can use the penetration energy of the projectile and its other properties (expressed as a long and complicated formula), below, to calculate its penetration and its damage.
Penetration Damage (points) = sqrt(KE1.04/Xsect0.314)/13.3926 and
Wound Channel Damage (points) = MV × Xsect* x 26,220 where
Xsect* = (1-V/600) ×π(Bore/2)2 + (V2)/216,000 ×Bore2 ×(Aspect Ratio)
(From http://www.sjgames.com/pyramid/sample.html?id=2794)
Ugly. Regardless, it's a system, and it works. What we have for low-tech damage - fists and melee weapons - is more arbitrary. Whether or not it works is another question. Muscle-powered damage is split into thrust and swing, where swing damage is generally (though not always - it breaks down a little at high levels) approximately equal to thrust damage x 1.5. This multiplier represents the lever effect of accelerating something through an arc to gain more momentum. The values given for swing and thrust damage at a given ST are then affected by the damage modifier of individual weapons, which tends to be more pronounced for swinging weapons. A small knife swings for sw-3; a greataxe swings for sw+4. That's without going into weapon quality modifiers, like fine and very fine, which only really affect edged weapons to represent better metallurgy - a fine sword is harder and holds an edge better than a regular one without being more brittle.
After this comes wounding modifiers. A living target's torso takes 2x damage from impaling attacks, 1.5x damage from cutting attacks and 1x damage from crushing attacks. Other hit locations have other multipliers, but perhaps the only relevant ones to this discussion are the vitals and eyes, neither of which can be hit by cutting and crushing attacks and offer 3x and 4x multipliers to the skilled. Impaling damage tends to come from thrusting attacks, and cutting and crushing from swinging attacks; there are exceptions, although swing/impaling attacks have their own intricacies, including an annoying propensity to get stuck. Attacks to the torso start out fairly balanced but swinging damage outstrips thrusting as ST increases. This is not helped by the tendency in fantasy to bring in creatures which have no important organs (or even recognisable bodily structures) to speak of, such as skeletons, slimes and golems, which give impaling damage a x1 or even a x0.5 multiplier. When fighting a tree, the wise man doesn't bring a spear. This makes swords and axes the de facto kings of Dungeon Fantasy, which is perhaps a little boring.
So what's the problem?
The desire for rescaled damage came from a number of places, but we'll note two.
Firstly, I like spears, and their near-complete obsolescence in Dungeon Fantasy makes me sad. This has mellowed a little since I've reconsidered the problem; as suggested below, spears (and thrusting weapons in general) were never for defeating armour in the first place. Much of my love for them comes from their versatility, value for money and ease of use, and the fact that they can't one-shot a stone golem doesn't detract from that. I firmly believe they still have a role in DF - for skirmishers and rear-line troops, to harass, limit options at the longer melee ranges and potentially throw when the situation arises. Their use behind a shield and in the reverse grip is nice, but not optimal, and the 'master of none' is poorly represented in GURPS anyway.
Secondly, in my DF campaign of some years ago, the incredibly rich swashbuckler dominated the combat. We'll leave the Wealth aside for a moment, as that would improve any character. Weapon Master made her able to out-damage anyone else in the party, largely because it offers the double whammy of easier Rapid Strikes and increased damage for swings. For example:
- A skill-24, ST 13 swashbuckler without Weapon Master (if such a thing were to exist) and with a standard edged rapier can put out 3 attacks at skill 12, dealing 2d-1 per attack. That's an average of 6 per strike, tripled for number of attacks, then multiplied by a 75% chance to hit for an expected 13.5 cut per round. Highly respectable, and on par with a single 3d-1 swing with a big axe. The swashbuckler has the edge (heh) with multiple, poorly armoured enemies, and can sell skill for better hit locations, while the barbarian is more suited to hacking through a single big target, so there's a number of combat niches available.
- The same swashbuckler with Weapon Master can put out five attacks at skill 12, dealing 2d+3 per attack with the +2/die damage bonus. That averages 10 per strike, quintupled for number of attacks, multiplied by 75%: 37.5 cut per round. A barbarian simply can't keep up with that; opponents with high defences are rapidly overwhelmed, opponents with high DR get chipped down within seconds, and opponents with neither get blended into a fine paste. And that's without considering crits!
So WM nearly triples - or more, given crits - damage output, even before considering increases to defence. 20 points for mastering a single weapon is expensive, sure, but given that the edged rapier is arguably the best weapon available, why take anything else? I like swashbucklers, and I think they have a niche, but I also like knights and barbarians, and I don't want swashbucklers to become a silver NutriBullet. What to do about this?