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Old 01-12-2019, 09:15 PM   #47
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by DreadDomain View Post
Speaking of WC, this is a very neat way to make Batman (as oppose to having 200 skills on his sheet). From a point balance perspective though, what is the benefit of having Martial Artist!-18 (WC+2) [48] instead of say Karate 21 (DX+5) [24] and Judo 21 (DX+5) [24] or Karate 24 (DX+8) [36] and Judo 18 (DX+2) [12]?

Sure Martial Artist! is broader but it seems pale in contrast with having much better core skills (and parry).
It's more rounded. That ! covers "ninja" weapons, bare-hand fighting, acrobatics, jumping, and stealth in combat. I've basically described that one as "if you see a ninja do it in combat in a film, this skill covers it." The "in combat" part is in important since it wouldn't cover poisoning someone, impersonation, breaking in, etc. 48 points also gives him 4 "WP" to spend (updated first post to mention how I've used them), which allows him to avoid crits, buy success, and even boost his skills on occasion.

It compares pretty well to lots of various skills and competes reasonably well with high attributes. Also, with his attributes, wildcards nicely give him a 14 in any business or science skill even when he isn't doing detective stuff (which is a higher WC).

Last edited by naloth; 01-12-2019 at 09:39 PM.
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