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Old 01-12-2018, 12:53 AM   #37
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Making Techniques Worthwhile

Quote:
Originally Posted by Tigrah2k View Post
Can you explain the Technique Mastery style perks? What book they are discussed in, and such? I have not run across these, and I'd love to design some for my bastard sword and shield wielding reptile man... lol
Quote:
Originally Posted by Hide View Post
What is the source of this, if you don't mind? (the thing about stacking) I would like to read further about this. =o
Is it on Martial Arts as well?

- Hide
It's all in martial arts

Technique Mastery is a perk that you have to buy for each Technique you want it to apply to. It basically allows you to buy the technique in question higher than it's usual max. This can have a big knock on effect for stacking techniques!

Style perks are basically perks that tie into specific fighting styles. What this means is that for every 10pts you have spent on Skills, techs and other advantages that are part of that style write up*, you qualify for the option to also buy a style perk for 1pt.

Ultimately it's just a style based justification to buy extra perks. (so a GM could if they wish just allow you to buy them anyway according to their usual guidelines for perks without linking it in to styles, but style perks are RAW)


so the cost of:

I have the Techniques:
-Dual-Weapon Attack(Rapier) +4
-Feint (Rapier) +4
-Counterattack (Rapier) +4

would be as follows:


Dual-Weapon Attack(Rapier) +4 this is cinematic tech and would cost 9pts as the default is Skill-4, and needs the tech mastery perk 1 pt

Feint (Rapier) +4 costs 5pts as the default is Skill+0, this doesn't actually need tech mastery perk as Skill+4 is it's normal limit

Counterattack (Rapier) +4 would cost 10pts as the default is Skill-5, and needs the tech mastery perk 1 pt

So that little lot will cost 26pts

Of course you could buy another +6 in Rapier skill for 24pts and have 2pt left over for 2 perks or a point in a hard tech for the same cost!


But because the way techniques with above base skill level stack when used together you can leverage some powerful effects this way! This build will want the Off hand training (rapier) perk to really shine, but a dual weapon attack Feint +8 and +8 counter attack is pretty sweet!

And even though you could still try this attack option you can't match it's combined total of +8 in the two attacks as dual weapon attack with just +6 on rapier skill. You instead end up as dual weapon attack Feint +2 and Counter attack -3 in comparison, assuming you also have the OHT rapier perk.

But there's a price for specialisation of course. A +6 in skill would allow you to do any one of those things except the counter attack individually better, plus everything else way better! You'll resist feints better and also parry at +3.

EDIT: I removed a chunk of stuff where I compare the two in a fight because first of all I was wrong about something in it, and second of all I'm not sure of how a couple of things work here (what's throwing me here is the specialist is better at attacking with two swords than one sword, but it is a cinematic tech only made more so with a maxed out Technique mastery added on top!)



*a style in this context tends to refer to actual martial arts and it's write up contains the various GURPS skills, techs advantages and perks that form part of it.

So for instance Goju Ryu Karate write up in Martial arts contain the skill Karate, but its also contains all the other things in GURPS that reasonably fall within the "Goju Ryu Karate" body of training and lore.

(basically it's all about the distinction between the skill GURPS calls "karate" and the various real world martial arts of Karate)

Last edited by Tomsdad; 01-12-2018 at 03:14 AM.
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