10-03-2019, 01:08 PM | #1 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Power Blow
I was recently helping a friend optimize his martial artist a bit. I was impressed with Power Blow. You need to dump enough points into it to get to at least every-other-turn (at -5), but that's doable on a starting budget. With even a moderate strength score, you can dish out some impressive damage. His ST 13 martial artist is kicking for 2d+11. That includes his boots, Karate, Unarmed Master, and Seven Secret Kicks (in addition to Power Blow 17). Once he invests nine points into Mantis Strike, he'll be at 3d+13.
Has anyone here played a martial artist for long enough to bump Power Blow over 21 to triple strength? It would cost a bloody fortune to get up high enough to swallow a -20 for an every-turn strike, but that would be pretty insane (in a good way). I must admit that I thought MAs were a bit underpowered, but now that I've read through the abilities more carefully, it seems like they can stay competitive with the other melee types. |
10-03-2019, 02:11 PM | #2 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: Power Blow
Power Blow can be really good, but keep in mind the 1FP cost per attack: FP are a finite resource (particularly early in a delver's career).
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10-03-2019, 02:28 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Power Blow
Bear in mind that power blow is for a single attack; it doesn't combine with rapid strike or extra attacks.
Yes, 2d+11 crushing on a kick is pretty good, but note that he spent 30 points on trained by a master, 7 points on seven secret kicks, 25 points on unarmed master, and probably 20 points on power blow (to get a 17). If he'd spend those same 82 points on something like weapon master (broadsword), ST +4, Striking ST +2, he'd have a Swing of 3d+1, which would increase to 3d+8 cutting using a broadsword. Which can be used every turn and even multiple times per turn. |
10-04-2019, 08:33 AM | #4 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Power Blow
Quote:
So, how have others found martial artists in their groups? Underpowered for the points? If so, how do you compensate? It's hard to measure the relative utility of not needing a weapon. A hands-and-feet martial artist can't be disarmed the way a knight can, but at the same time they lack the reach of many weapons and are vulnerable against creatures that might injure them on contact. |
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10-04-2019, 08:38 AM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Power Blow
Quote:
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10-04-2019, 10:34 AM | #6 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Power Blow
However... if the GM is onboard and not deliberately bent on running in such a manner as to nullify the Martial Artist, they are incredible skirmish fighters and are the masters at dungeon parkour. They also have surprising utility outside of combat for a 'fighter class'. Honestly, absent a few specific thievery skills and ranged combat (and outdoors skills), they make excellent 'Thieves' and 'Scouts'.
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10-05-2019, 12:04 AM | #7 |
Join Date: May 2008
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Re: Power Blow
I've got a character who's multi-classed (for lack of a better term) into martial arts. My thoughts are more or less this:
1) Being unarmed is very much hard mode and can be a major mistake if the bulk of the monsters have 3-5 DR. Lacking swing is going to set you back for a long time compared with knight, barbarian or even holy warrior. 2) Chi abilities can be great or another trap. If you specialize in kiai and push, you can be an interesting crowd controller, power blow takes so much investment to only work sometimes that I think it is a trap in the early game but a huge tool with some solid cp under your belt. That said, mantis strike and dragon skin go a long way to close some gaps. 3) if you really want to shine without weapons, consider the wrestler from Pyramid. 4) seriously consider spending all your discretionary points on ST. It's the stat that keeps on giving for melee combatants.
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10-08-2019, 04:46 PM | #8 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Power Blow
Quote:
I mostly used it for breaking down doors and walls, which it was very good at; much too slow for combat. But I used it for double ST at least every other round, usually for Feint and Attack.
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10-08-2019, 04:52 PM | #9 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Power Blow
Quote:
Also uses a staff, so that helps. If I had someone wanting an unarmed MA, I'd probably allow a Vow against using weapons to ignore Disad max.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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