02-27-2015, 02:42 AM | #1 |
Join Date: Mar 2013
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Martial Arts and Claws
OK, the Karate skill represents knowing advanced striking knoweldge, but there are certain things you can't use it with, including claws and likely other similar natural weapons.
Realistically this doesn't make much sense, if I come from a race with claws there will be advanced strikes that take advantage of them, so can anyone explain this? |
02-27-2015, 02:44 AM | #2 |
Join Date: Nov 2012
Location: Australia WA
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Re: Martial Arts and Claws
I can't give you a reference, but I believe Martial Arts added that races that naturally have claws and strikers and so on can use them as part of fighting styles developed by that race.
Otherwise a simple Perk would allow them to be used. |
02-27-2015, 02:54 AM | #3 |
Join Date: May 2005
Location: Lynn, MA
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Re: Martial Arts and Claws
Actually, no Perk is required. Your Claws work with your Martial Arts skills by default.
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02-27-2015, 03:39 AM | #4 |
Join Date: Aug 2004
Location: U.K.
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Re: Martial Arts and Claws
By the Basic Set skill definitions, Brawling works fine with Claws, including the damage bonuses, but other unarmed skills don't. However, Martial Arts,, p.57, suggests that Karate should work with Claws.
By strong implication, though, Boxing still doesn't. I seem to recall this coming up somewhere when we were sorting out Martial Arts 2100. Basically, Boxing striking forms don't exploit claws very well. A race with claws will presumably tend to develop styles incorporating Karate rather than Boxing.
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02-27-2015, 06:34 AM | #5 | |
Join Date: Oct 2007
Location: Vermont
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Re: Martial Arts and Claws
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02-27-2015, 06:58 AM | #6 | |
Join Date: Jun 2013
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Re: Martial Arts and Claws
Claws and suitably-themed Strikers and Natural Weapons (those on the hands and feet) should be readily usable with Karate, although if such Advantages are extremely rare (such that there is unlikely to be many/any styles incorporating them) it may be appropriate to require a Perk. Personally, I allow for a Monstrous Combat Perk to be able to use all Natural Weapons and the like (including teeth, horns, etc) with Karate. For an Under the Hood look, this is functionally Skill Adaptation (Brawling techniques default to Karate).
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02-27-2015, 07:56 AM | #7 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Martial Arts and Claws
And there's nothing in the rules that says Claws has to be literal "claws." Claws could be knuckle spikes, for instance. If you really see a problem, maybe say the damage is the better of the Claws bonus and the skill bonus (Karate is about overcoming the limitations of barehanded strikes?).
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02-27-2015, 08:12 AM | #8 | |
Join Date: Jun 2013
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Re: Martial Arts and Claws
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02-27-2015, 09:32 AM | #9 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Martial Arts and Claws
Honestly, I'd just have unarmed fighting skills modify punching and kicking damage completely blind to whether the damage they're modifying comes from ST, Claws, Striking ST, or something else. That is:
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02-27-2015, 10:00 AM | #10 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Martial Arts and Claws
The only difference I'd look to use is to make the stuff modify ST, and look up the last.
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