Re: How balanced is it to allow Martial Arts options in a Dungeon Fantasy campaign?
Haven't had any issues with TA. Combinations haven't really caught anyone's eye, often better just to crank skill and rapid strike/deceptive attack. I've even recently uncapped the number of attacks you can get from rapid strike. Like it says in MA, it's pretty self limiting. Even with WM, -6, -9, -12 starts to weigh in pretty heavily when you ALSO have to worry about cratering defenses with DA or Feint.
Martial Arts works with DF pretty well I find.
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