Re: Why learn a martial art?
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I'm just saying you shouldn't be able to take advantage of the upsides of a style (reduces penalties from DAs from other stylists, better access to perks, access to some perks not commonly available, social advantages, excuse to buy up techniques, etc.) and the advantage of not having one (no one gets a benefit against you). I just think buying, say, Goju-ryu and BJJ and then saying "I throw a non-style punch!" using the points you've claimed as an excuse for buying a Technique from Goji-ryu and counted for buying an extra style perk, to avoid the one downside to having a style. In more detail, to make my point as clear as I can: Joe has 20 points in the skills and techniques, etc. of Goju Ryu. He uses this to justify buying 3 perks - two style perks (1 per 10 points) and one general combat perk (1 per 20). Is it fair for him to then say, when he runs in Miyagi Chojun's great-grandson in a fight, "I use a non-Goju Ryu punch on him with Deceptive Attack, and he can't ignore -1 of that because it's not a punch from his style"? I think the answer is no, and that the easiest way to control that is to just say no. The harder way is to decide what points are from what learning, and I don't play games that meticulously detailed, but I suppose you could. I just don't see the upside (do you have a Goju Ryu unch at Karate-15 but an unschooled punch at Karate-13, because that's where you were before you joined the school? Maybe, but that seems like a headache.) A perk to say my style is no-style isn't unbalanced from a cost perspective. I just can't wrap my head around how you learn that without, basically, not learning a style in the first place. Quote:
That's why I answered T-Bone's question that way. |
Re: Why learn a martial art?
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Look at MCMAP. The Marine Corp doesn't teach a Style that includes familiarity with TA: Stamp Kick/ Face because the situation comes up all the time. It's a part of teaching people to ignore Reluctant Killer or even simple squeamishness. Even in a starship you can't count on being able to defeat an enemy militarily without doing unpleasant things to him in the process. Tournament fighters may not need this but actual defense training has to include the willingness to _hurt_ people when necessary. |
Re: Why learn a martial art?
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Re: Why learn a martial art?
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Re: Why learn a martial art?
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First of all, obviously, you can have the upsides of having a style without the downsides. You just need another style that your opponent doesn't know, or to use a technique outside your style. By the book it doesn't even need to be a style at all relevant to the fight you're in, though moding that seems simple and reasonable enough. Secondly, while I don't have my Martial Arts with me right now to quote, I think you'll find it explicitly states that the same skill investment can justify perks in multiple styles, if you have them. On the side, there aren't any rules that actually characterize your moves as belonging to a particular style... Also, as for my own argument, I seemingly must reiterate that I'm not proposing an 'I throw a non-style punch' combat option, and never have done so. I also was in fact specifically talking about a hypothetical character who learned 'non-style' fighting by not learning a style in the first place...and then subsequently acquired a style. The ability to learn style familiarities for styles you don't have is kind of weird. The way the perk is actually written, having that familiarity would make the Master of Defense's deceptive attacks with a polearm unpredictable to another Master of Defense who doesn't have the familiarity... |
Re: Why learn a martial art?
Prefacing this with my usual thing - I know mostly 3e. I think, as usual I failed to make this clear enough when writing (that I am using 3e for reference), and for that I apologize.
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Otherwise there is no such thing as a "generic" style... or perhaps there is only the "generic" version of the style. Style Familiarity is for a major branch of Martial Arts; don't micromanage it. Some official Styles from GURPS Martial Arts (well, at least 3e) are variations of the same underlying form... but usually it took something significant for the subdivision. Martial Arts 3e has French Fencing and Italian Rapier Fencing; just looking at the Primary Skills of those two styles, you can see why they were split. The former uses Fencing (Smallsword) and Fencing Art while the Primary Skills of the latter are Cloak, Fencing (Rapier), and Main-Gauche. They have overlapping but different Secondary and Optional Skills, as well as different Maneuvers [Techniques]. So I find this idea of throwing a "generic Karate punch" self-refuting; if the strike is different enough from your own style as to not count as your own style... then it is another style. Quote:
If you want someone to perform a technique so that it doesn't resemble their actual style, I would consider allowing it but at a penalty depending on the circumstances. Quote:
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Then I have that character take a few classes with a martial arts school that overlaps with their favored skills, and they acquire the style familiarity perk (after picking up a point in any skills they may be missing). They now have the drawback of having style familiarity. If they fight a practitioner of the style they studied, they will be worse at landing hits than they were before they studied it. |
Re: Why learn a martial art?
If its a big issue, say that the perk reduces the deceptive attacks and feints of those using the same school or no school at all, so long as the skill they use is in the style. (skills not the style have no effect)
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Re: Why learn a martial art?
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If he doesn't get anything he doesn't already get (see the first thing you quoted), it costs zero and just don't worry about it. If it gets him the same as if he had another style that no one knew, and thus no one could ever get the effect of knowing all of his styles, it's working basically like a new and/or secret style. It's 1 point (Unorthodox Attacks, say?) and it's not any different than anyone else who did it via another style. Quote:
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