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Old 09-19-2017, 08:54 PM   #11
Join Date: Aug 2004
Default Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?

Haven't had any issues with TA. Combinations haven't really caught anyone's eye, often better just to crank skill and rapid strike/deceptive attack. I've even recently uncapped the number of attacks you can get from rapid strike. Like it says in MA, it's pretty self limiting. Even with WM, -6, -9, -12 starts to weigh in pretty heavily when you ALSO have to worry about cratering defenses with DA or Feint.

Martial Arts works with DF pretty well I find.
My GURPS stuff
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Old 09-23-2017, 04:01 PM   #12
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Join Date: Jun 2010
Location: Dreamland
Default Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?

Originally Posted by Set View Post
I see!

So I will not allow TAs for the 125-points adventure, while allowing it for the 300-points one.

Thanks for the suggestions, guys.
I would like to explain my point better. I was specifically talking about Dungeon Fantasy's point values. Any other type of campaign can easily be fine with TA even as low as 0pt characters (I've never played lower or heard of what it's like lower). In Dungeon Fantasy itself, the lower point values usually make TA better because the types of enemies you can see at lower values will almost always carry common weaknesses; As Bruno pointed out, legs. There aren't many 25pt monsters that don't have legs.
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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