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09-15-2017, 09:18 PM | #1 |
Join Date: Sep 2017
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How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
Hello, everyone.
I plan on GMing a Dungeon Fantasy game soon(TM), and this question came to mind. I'm talking specifically about the Realistic technique options, more importantly Counter-Attack, Targeted Attacks and Combinations. Also, cinematic options for those with either Weapon Master or Trained By a Master, and Extra Effort exclusively to those with Trained By a Master. Would that be balanced? |
09-15-2017, 09:47 PM | #2 |
Join Date: Jun 2010
Location: Dreamland
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Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
From what I've seen, it's actually a little underwhelming. It's good, and building a character around any of those options can make for a good character, but I don't think could be optimized better with those options being allowed. Only TA might be too strong, but really that only applies at point totals below ~260. Past that and it balances out fine.
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09-15-2017, 10:22 PM | #3 |
Join Date: May 2005
Location: Lynn, MA
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Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
Many of these rules already live in Dungeon Fantasy in the form of Power-Ups.
Usually, the more exotic options have flourishes, like a fatigue cost, to limit their use or add-ons to inflate their character point cost a bit. In that spirit, take a look at the power-ups and make some for the techniques you want to integrate in a similar way. Be sure to charge a point for "Unique Technique" and include something in the mix to make sure it desn't turn the PC into a one trick pony... Just my 0.02$ YMMV |
09-16-2017, 05:08 PM | #4 | ||
Join Date: Sep 2017
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Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
Quote:
Anyways it is a good suggestion, I'll surely take a shot at creating those things. Probably the throat-slitting thing I've created in another thread will be a power-up for thieves, ninjas and assassins. I'll adapt it, and maybe include some cinematic options. Quote:
So I will not allow TAs for the 125-points adventure, while allowing it for the 300-points one. Thanks for the suggestions, guys. |
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09-16-2017, 06:28 PM | #5 |
Join Date: Feb 2009
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Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
I see no reason to disallow them, but, a lot of martial arts like say Targeted Attacks are way more effective against Humans than say Stone Golems
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09-16-2017, 06:56 PM | #6 | |
Join Date: Sep 2004
Location: Canada
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Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
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I've found the biggest way to tone down One Trick Ponies is to explore a broad range of enemies; Dungeon Fantasy is particularly forgiving here. Fighter-type humanoids play out very differently to oozes, who are different again from mind-controlling Elder Things, who are different again from rot grubs. It's hard for me to get worked up about someone being able to do 5d+12 cutting when they have a Will of 9.
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