03-27-2014, 08:55 AM | #11 | |
Join Date: Aug 2007
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Re: Talents & Martial Arts
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There's not a lot of durable reason to acquire multiple melee weapon skills anyway. Get a Fine Broadsword and you don't need a merely Good Axe and that's doubly true if you've got WM:Broadsword but not WM:Alll Knightly Weapons. Who's Who made a perfectly good Wiliiam Marshall long before Talents were created. This looks like a solution in search of a problem to me.
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Fred Brackin |
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03-27-2014, 09:01 AM | #12 | |
Join Date: Jun 2006
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Re: Talents & Martial Arts
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-- MA Lloyd |
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03-27-2014, 09:54 AM | #13 | |
Join Date: Aug 2007
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Re: Talents & Martial Arts
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Fred Brackin |
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03-27-2014, 09:58 AM | #14 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Talents & Martial Arts
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Talents, meanwhile, are a more point-efficient way to give characters high levels of multiple skills than raising every single individual skill in it.
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03-27-2014, 10:11 AM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Talents & Martial Arts
By talent (all martial arts) I mean Brawling, Boxing, Judo, Karate, Sumo, and Wrestling. That's even a a rules-legal talent.
DX (no basic speed -25%, no noncombat skills -25%) looks totally reasonable. The additional -25% for only a certain category of combat skills is iffy, but there's granularity issues with talents. |
03-27-2014, 10:18 AM | #16 |
Join Date: Aug 2007
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Re: Talents & Martial Arts
Don't buy any DX Skills he's not supposed to be good at and take Quirk: Stomps around like he's clumsy. Incompetence: Dancing even.
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Fred Brackin |
03-27-2014, 10:27 AM | #17 | |
Join Date: Sep 2009
Location: Los Angeles
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Re: Talents & Martial Arts
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03-27-2014, 10:43 AM | #18 |
Join Date: Sep 2004
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Re: Talents & Martial Arts
I could see something like this for say a Buffy the Vampire Slayer Talent group that covers all melee/ and muscle powered missile weapon/thrown weapons for Slayers in addition to a high DX. While slayers typically either fight unarmed or with a stake, they also pick up skill mastery with new weapons with tremendous speed and relatively minimal training which hints at fast training times in combat skills.
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03-27-2014, 10:49 AM | #19 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Talents & Martial Arts
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That's a cludgy and inaccurate design. Also, what do you do about DX-based skills he's clearly trained in, but not supposed to be as good at as he is at fighting? He knows how to swim and climb, but he's not a world-famous climber and swimmer. He is, however, world famous as a lancer and swordsman, and he can evidently use axes, maces, staves and daggers at or close to 'best in the world' too. I realise that you could model this by putting 24+ points into each and every individual combat skill, but that's monstrously inefficient. When you have a combat skill, adding 'back-up' ones has a much reduced utility. For Advantages, this can be dealt with using Alternate Abilities costs. For skills, that rule in unusable, but Talents and Job Training offer another method to achieve the same thing. Why is that a bad thing?
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03-27-2014, 12:27 PM | #20 | |
Join Date: Aug 2007
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Re: Talents & Martial Arts
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As to why custom Talents are bad it's not so much that they're "bad" as they are _whiny_. "I want a character who's good at a lot of DX-based Skills without having a high DX and I want it to be cheap too! So change the rules until I can get what I want!" irritates me. There's usually a better, simpler answer elsewhere in the rules.
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Fred Brackin |
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Tags |
martial arts, skills, talents |
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