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Old 01-12-2018, 12:32 AM   #31
Tigrah2k
 
Join Date: Jul 2017
Default Re: Making Techniques Worthwhile

Quote:
Originally Posted by trooper6 View Post
Additionally, remember that techniques stack when using them together.

So let's say I am a Fencer with the style La Verdadera Destreza. And I dual wield Rapiers.
Style Perks:
-Technique Mastery (Dual-Weapon Attack: Rapier)
-Technique Mastery (Counterattack: Rapier)

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

Because they stack, if I do a Dual Weapon Attack, onne being a Feint and the other a Counterattack? I roll at +8 to my Rapier skill for each. That is nice!
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
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Old 01-12-2018, 01:04 AM   #32
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
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
They are in Martial Arts, also reprinted in Power Ups 2: Perks if you don't want full on Martial Arts (which is a book I love).
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Old 01-12-2018, 01:08 AM   #33
Tigrah2k
 
Join Date: Jul 2017
Default Re: Making Techniques Worthwhile

Thank you very much. I'll take a look at both, since I'm sure they both will have juicy information to help me give the GM a headache lol.

I wonder how hard it will be to make such perks for a bastard sword... It's not exactly a fencing weapon... especially the kind that would have a 7' blade in the hands of a 9' reptile lol.
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Old 01-12-2018, 01:14 AM   #34
Hide
 
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Join Date: Nov 2016
Default Re: Making Techniques Worthwhile

Quote:
Originally Posted by trooper6 View Post
Additionally, remember that techniques stack when using them together.

So let's say I am a Fencer with the style La Verdadera Destreza. And I dual wield Rapiers.
Style Perks:
-Technique Mastery (Dual-Weapon Attack: Rapier)
-Technique Mastery (Counterattack: Rapier)

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

Because they stack, if I do a Dual Weapon Attack, onne being a Feint and the other a Counterattack? I roll at +8 to my Rapier skill for each. That is nice!
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?

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Old 01-12-2018, 01:16 AM   #35
Tigrah2k
 
Join Date: Jul 2017
Default Re: Making Techniques Worthwhile

Read Trooper6's remarks on my own question. It appears to be in the Martial Arts book, and in the Powerups 2: perks book.
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Old 01-12-2018, 01:36 AM   #36
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Making Techniques Worthwhile

The Technique Mastery Perk is in Martial Arts (pg 52) and Power Ups 2 (pg 17).
The section on using techniques together is in Martial Arts (pg. 64)

Please remember the guideslines on perks. 1 Perk per 25 cp Starting Points...so a 150cp character could start with up to 6 Perks total. HOWEVER, Combat Perk suggested limits are only 1 Combat Perk per 20cp put in combat skills. Also for 1 Style Perk per 10cp put into Style Skills.

But note: There are very few styles with Technique Mastery, which means you'll probably have to be buying the Technique Mastery Perk with your general Combat Perk limits...which means you need to have at least 20cp in combat skills. So if you just spend all your points in DX you aren't going to be eligible to get Technique Mastery. There are also some limits on which Techniques qualify for Technique Mastery.

Last edited by trooper6; 01-12-2018 at 01:42 AM.
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Old 01-12-2018, 01:53 AM   #37
Tomsdad
 
Join Date: Jan 2010
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 04:14 AM.
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Old 01-12-2018, 01:58 AM   #38
sir_pudding
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Location: Ventura CA
Default Re: Making Techniques Worthwhile

Quote:
Originally Posted by trooper6 View Post
Please remember the guideslines on perks. 1 Perk per 25 cp Starting Points...so a 150cp character could start with up to 6 Perks total. HOWEVER, Combat Perk suggested limits are only 1 Combat Perk per 20cp put in combat skills. Also for 1 Style Perk per 10cp put into Style Skills.
I don't think it works like that. The general perks don't (and can't) include style perks:
http://forums.sjgames.com/showpost.p...5&postcount=32
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Old 01-12-2018, 03:19 AM   #39
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: Making Techniques Worthwhile

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Originally Posted by sir_pudding View Post
I don't think it works like that. The general perks don't (and can't) include style perks:
http://forums.sjgames.com/showpost.p...5&postcount=32
That is what I said.

1 General Perk per 25cp for of the character starting cost.
1 Combat Perk per 20cp put in combat skills.
1 Style Perk per 10cp in Style Skills
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Old 01-12-2018, 07:21 AM   #40
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Making Techniques Worthwhile

Quote:
Originally Posted by trooper6 View Post
Additionally, remember that techniques stack when using them together.

So let's say I am a Fencer with the style La Verdadera Destreza. And I dual wield Rapiers.
Style Perks:
-Technique Mastery (Dual-Weapon Attack: Rapier)
-Technique Mastery (Counterattack: Rapier)

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

Because they stack, if I do a Dual Weapon Attack, onne being a Feint and the other a Counterattack? I roll at +8 to my Rapier skill for each. That is nice!
No GM should allow Technique Mastery with DWA because it makes no sense that someone would be better at attacking with one weapon than two. If you want to get absurd, why not have Technique (Ground Fighting) along with everything else so you could get +12 when using DWA whiile laying down? Or just add in Technique Mastery (Combo) instead of DWA, so you could benefit from +12 to three attacks per turn? Any GM that allows such munchkining deserves the campaign that evolves. I think that Technique Mastery should be limited to attacks only, just to prevent such munchkining.
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