10-02-2010, 12:40 PM | #11 | |
Join Date: Sep 2004
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
|
|
10-02-2010, 03:16 PM | #12 |
Join Date: Jan 2010
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Isnt the whole point of techs. to simulate the specilized focus and training of a specific martial artist? A generalist just sinks points into the base skill and does not limit and specilize his training by not taking techs.
Random Idea. If you want to encourage MA players to make use of a variety of techniques, create a varient Modular Ability that only applies to tecniques and has a preperation requirement of a couple of days dedicated training (or 4 hours if you want it to be more powerful.) This would represent the fighter practicing special moves and dedicated training to a specific set of moves. |
10-02-2010, 03:43 PM | #13 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
In other words, if someone takes the Shortsword Fighting Style, then when they get to Brawling at DX+1, Judo at DX+1, and Shortsword at DX+1, they get a bonus style Technique for each of those skills, at DX+2 they get have two bonus Techniques per skill of the style, and so on. |
|
10-02-2010, 04:05 PM | #14 | |
Join Date: Jun 2006
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
It is clear that anybody with the skill can attempt any of its techniques at the listed default right? They aren't additional abilities - you don't have to buy anything other than the base skill to use them.
__________________
-- MA Lloyd |
|
10-02-2010, 04:27 PM | #15 | |
Join Date: Feb 2008
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
Muay Thai 11 Techniques that default to Karate [3] 1 Technique that defaults to DX [1] Total cost for Muay Thai Talent: [4] Taijutsu 10 Techniques that default to Karate [3] 4 Techniques that default to Judo [3] 3 Techniques that default to Acrobatics [2] Total cost for Taijutsu Talent: [8] After doing these examples, I'm kind of inclined to say 1 point for skills with 1-2 techniques and 2 points for skills with 3 or more techniques. That would drop Muay Thai to 3 points per level, and drop Taijutsu to 6 points per level. Last edited by DreadPirateLynx; 10-02-2010 at 04:32 PM. |
|
10-02-2010, 04:27 PM | #16 | |
Join Date: Aug 2007
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
|
|
10-02-2010, 04:33 PM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
Just having the style or skill gets you more options then not having it. Buying up the core skill gets you more depth with that skill and consequently the techniques based off it go up as well. And even if you dont specialize in more then 1 technique you still have more options because you have them available to you. So you have a more versatile fighter (or whatever else your using the the system for) at no real increase in cost unless the style includes perks for hidden techniques others wouldn't have access to. The ways to encourage more techniques being bought up then becomes a number crunch or meta mechanic not a character one. |
|
10-02-2010, 05:05 PM | #18 | |
Join Date: Aug 2007
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
For a single skill, you can at best have three techniques. At low 4-8 point investment in a few combat skills you can probably have 2 techniques per skill with little trouble. Yet hit 12-16 with one or two and those skills can start using each other for defaults. So not should you redistribute the points invested in skills into the primary to maximise your skill level, you'll also probably have 4+ techniques has well which you also might as well reinvest in the primary. Suddenly your diversity has dropped as now all the skills defaulting off your primary, plus the primary itself, can have three techniques between them before you hit points inefficiency. |
|
10-03-2010, 08:43 PM | #19 | |
Join Date: Oct 2007
Location: Vermont
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
Quote:
Didn't make a huge impact point wise (generally characters saved 6 or so points from paying full price.)
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
10-04-2010, 09:47 AM | #20 |
Join Date: Aug 2004
Location: Ft Collins, CO
|
Re: [HR] Making Techniques Viable (as more than "one-trick" specialists)
A loooooong time ago, in a 3e discussion far, far away, someone proposed that a PC could get "Technique Points" equal to the points put in the base skill. This had the effect of making low-stat high-skill characters feel very different than high-stat high-skill characters. The low-stat ones had tons of techniques that they could use (reflecting better their years of experience) where the high-stat types got the benefits of high stats, but had few techniques. So two Broadsword-16 fighters could feel way different.
arnej |
Tags |
houserules, martial arts, techniques |
|
|