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#21 | |
Join Date: Jun 2006
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But either way, I think we're mostly quibbling over which way to round to get an even multiple of 5. A +1 bonus to just unarmed combat skills is somewhere between 5 and 10 points. It's when you start adding all the other skills that are listed under individual martial arts that you are unambiguously over 10 and maybe over 15. And just to quash one point pre-emptively, yes if you take a Talent for both unarmed and armed skills, it will undoubtably cost more than DX. That's normal for stacking talents. I've always been perfectly happy to let you degrade anything you want to fit your character concept though, so just buy up the attribute with only for (whatever list of skills based on that attribute you like) -0% if that bothers you. No it doesn't save you any points, but so what?
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-- MA Lloyd |
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#22 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Personally a Style isn't possibly less than a Wildcard Skill. Fist! is less versatile than that style because as far as I know it doesn't include grappling. If it does, my bad.
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#23 |
Join Date: May 2005
Location: Lynn, MA
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Replaces Boxing, Brawling, Judo, Karate, Parry Missile Weapons, Sumo Wrestling, and Wrestling as well as "eastern" weapons AND esoteric martial arts skills with TBaM or WM.
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#24 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Aah right, so mundane versions are equally versatile. I still don't think I'd do a talent.
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#25 | |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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#26 | |
Join Date: Aug 2007
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The +2 is just to reap the full benefits of Weapon Master and you would have to buy that much even if some Talent was involved. Talent is treated as adding to the Attribute rather than the Skill. Base Skill at DX and 4 levels of Talent gets you nothing from WM. As to final levels that depends on how good the people he is compared to are. If most armsmen in the setting are Skill-12 (at best) then a 16 beats the crap out of them. Skill over 16 is for absorbing Hit Location penalties and Deceptive Attacks. The need for this can be reduced through Techniques such as Targeted Attack and Counterattack. Also Balanced Weapons, Weapon Bonds and of course, magic. All these desirable things would also have to come in addition to any Talent. So Talent by itself would not be enough and might even be not truly on target. It's not really likely that Ax/Mace needs to be at the same level as Broadsword. It probably doesn't need more than token presence. Not much more than that for other supplementary weapons either. Now you would need to buy up Riding to a high level for a classical Knight character but that wouldn't be in a weapon-only Talent. Other things like Savoir Faire too. Perhaps you could sell me on a "Knight" Talent with Broadsword, Lance, Shield, Riding, Games (Tournament Law) and Savoir Faire but not a 5pt "Master of all weapons I want to carry around". A Talent should have a theme and not a cp advantage scheme.
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Fred Brackin |
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#27 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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You know, you could just use Job Training. The warrior template from Martial Arts (p. 41) includes points for a specific style in the template which should let you get the effect you want - for a Selmy-type anyways. That said, I'm going to blog about this I think, it's an excellent topic.
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#28 |
Join Date: Feb 2005
Location: Berkeley, CA
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Well, depends on your scale for 'beats the crap out of'. If we assume combat reflexes, hit probability for skill 12 vs parry 12 is 20.6%. Hit probability for skill 16 vs 9 parry is 67.7 (with deceptive attack 1). A better than 3:1 advantage is quite substantial, but that's still pretty likely to get unlucky and lose. You want more in the range of skill 20 (parry 14; hit probabilities 9.6% vs 83%) to really seem unstoppable.
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#29 |
Join Date: Dec 2004
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Personally I think adding in esoteric skills makes it a little over-powered (and I rarely say this about Wildcard skills) but it's a good skill to easily represent "guy who's trained in a wide range of martial arts" while keeping things simple. Don't forget it includes limited Acrobatic and Jumping abilities.
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#30 | |
Join Date: Dec 2004
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As a side note, for GoT, I would use the Guard template from DF: Henchmen to represent combat skills of merely competent knights, the Squire template from DF: Henchmen for skilled knights and start with the Knight template from DF: Adventurers for the top knights of Westeros. This is before counting in various Social Advantages. |
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Tags |
martial arts, skills, talents |
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