Why learn a martial art?
Ok. So, I understand that the point values next to each style in the MA book refer to the skills and the style familiarity point...then what? Say you spend 4 points to get Boxing. You're buying the skills, then the style point to make it official. Then do you get those techniques for free? What level? Or are they now simply available for you to learn? What about the Perks? Are they awarded by knowing the style or are they things you just additionally buy?
If the techniques and perks must be bought, why learn a style instead of buying the skills you want? |
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It only really matters, I think, if the GM wants you to justify how your character knows the techniques and has the perks listed as part of the style. If they're letting you pick and choose anything you want, it doesn't matter as much, though the perk itself has some small benefits.
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Indeed, asides from the style perks, which could not be learned normally, there is no real advantage (in game mechanics) of learning martial arts styles. However, the styles give you a better idea how you character is behaving in combat. They simulate better which kind of attacks followers of a certain style would use. This adds substantially to the color and role-playing of combat. In addition, depending on the campaign (GM decision), certain skills (especially cinematic ones) might only be available to followers of certain styles. |
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Properly picked Style Perks are pretty desirable, actually. And you only get one per 20 points in martial skills if you don't have a style.
Plus, you get rid of needing to justify buying this or that desirable Technique. |
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Edit: And to answer the likely follow on question of why list any techniques with the style when you can use them all: the list is of the ones you can learn above default anywhere you can find instruction in the style, and it's also a list of the ones you have drilled into your reflexes and should consider using first to portray a realistic practitioner of the style. You *can* use something not on your style's list, but while doing that all the time isn't strictly forbidden by the rules, it is questionable roleplaying in a campaign that is bothering with defining styles in the first place. Quote:
Realistic advanced martial arts students do this sort of thing all the time, working with somebody trained in another style to pick up a few new moves. But they don't generally *start out* that way (because in reality a la carte is actually not a very efficient way to learn the basics of something), and they do have a good story ("I live in a culture where there are schools teaching a dozen different martial arts in every city, and I made friends with somebody trained in a different one") for why they can. |
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In other words, you should learn the Muay Thai style because you want to play a PC who's great at Muay Thai! If that sounds cool to you, then GURPS Martial Arts exists to show you which skills you should buy to realize this character concept. Just like if you wanted to play a knight, you could use a "knight" template to know what skills are appropriate and useful. The only real difference between "I know these skills" and "I've learned this style" is that the latter means you also bought Style Familiarity. That perk is pretty cool -- it gives you a lot of minor benefits for just a point -- but it has the prerequisite that you can't take it unless you first take all of the primary skills of the style. So that's the one true game-mechanical benefit of "learning a style" -- you get to buy Style Familiarity for it. |
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And of course the cinematic techniques and skills usually need Trained by a Master and the master in question may be picky about who, how, and what he teaches. |
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Thanks for all the responses, guys, it's really clearing things up.
Last question (potentially, ha!): what does the Style Familiarity point do other than officially recognize the style? The book makes it seem like that's all it does. |
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From what I understand, if you've got combat skills, you GET to BUY one perk for every 20 skill points you have in combat skills.
If you've got a martial arts style, you GET to BUY additional perks (from those listed within the style) for every 10 points you have in that particular style's techniques and required skills. So if you have 20 points in various combat skills, you get the privilege of buying one martial perk. But if you put those same 20 points into a particular martial arts style, you get to buy one martial perk (any of the "generic" ones, IIRC). AND you get to buy two of the martial perks associated with that combat style. You STILL have to spend your character points on the perks (nothing is "free" in 4E). You don't have to buy the perks. And if you have multiple styles, there's rules (somewhere... I'm just browsing the PDF for the book right now) as to how you earn style perks across multiple styles, and how you can spend them within individual styles. Note that this is all predicated on the "limited perks" (I think it's a maximum of 1 generic perk for every 25 character points, and 1 combat perk for every 20 points in combat skills). If characters are allowed to buy as many perks as they want, this is all moot. |
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The actual hard rule is that Style Familiarity lets you improve your style's techniques at any time; see below. Quote:
In addition to the above, when you "know" a style (which requires buying its Style Familiarity), you're entitled to buy more Style Perks than you normally would be allowed. Since Style Perks are pretty awesome, and cheap, this is not an insignificant benefit -- even though you don't get any discount on their price. As I said above, it's a pretty great deal for just 1 point, and that's not even including that it's what takes you from "I know a few combat skills" to "I've trained in this particular style." |
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Thanks so much.
I was having trouble wrapping my head around it all for some reason and you guys have cleared it all up. Well played. |
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But in any case, I call it "rich", not "complex". 4e does good stuff with martial arts. Getting back to the initial question of the thread, back in 3e I couldn't figure out what made a "style" different from a bunch of skills, mechanics-wise. That lack of a difference didn't break anything, but it was unsatisfying. 4e's simple Style Fam Perk nicely handles this. 4e addresses other little issues, too: for example, 3e would give some styles little freebies, like acrobatic feints for Capoeira, that made for nice descriptive and mechanical touches, but again, were vaguely unsatisfying ("so, I can just toss in stuff like this for free? Anywhere I like?"). 4e again uses Perks to nicely codify these tweaks. Sorry, I ramble. But while the whole 4e combat skill/style system isn't necessarily what we'd ideally build new from scratch, I thought I'd take this chance to tell the SJG folks that, with 4e, they've updated legacy martial arts rules with some very nice design work. Oh, and I have a question too. One thing easy to overlook in Style Fam is a touch of disadvantage that it carries. A style includes the benefit that you can better read a fellow stylist, and better defend against his Feints and Deceptive Attacks. That seems fair. But it also means he better defends against your use of these moves. And if he has a second style that you don't have, he can use Style 1 to better defend against your actions, while using Style 2 to more effectively attack you. My question: In this specific situation, wouldn't you be better off having no style at all, thus becoming less "readable" to your foe? If that's so, is there anything you can do about this during the battle? Can you declare, "I throw a Deceptive Attack, but it's with generic Karate skill, not my style"? Yeah, it sounds a little cheat-y, and I can see the GM ruling this out if the attack is one that clearly required the style (like a bought-up Technique). But if it's just a generic Karate punch, the same punch that you could throw if you had nothing more than the unadorned skill, is there a mechanical reason why you can't throw the punch "out of style"? |
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-- Sun Tzu. :) |
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Actually, having a easily readable body language makes it easier for you to know your language.
Changing your language suddenly and attacking the opponent a different manner is part of a well made attack. |
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In game, I wouldn't let someone take Muay Thai and then say "I throw a totally non-Muay Thai punch!" anymore than let someone say "I speak English, but with no accent or regional pronunciation!" It just doesn't seem possible, realistically, and it's clearly meant to be an abuse in game (You're trying to dodge a disadvantage that came with your advantages, while still taking full advantage of your advantages.) |
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The issue is also that someone with no Style is game-mechanically immune to being affected by anyone's SF. |
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Saying people with a style can claim they don't have it just when it the disadvantage comes up ("He knows Muay Thai? I throw a plain karate punch!") seems unfair and nonsensical to me. |
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The combat upside of an obscure style is outweighed in a more social situation, though - my friend the BJJ blue belt can go to any BJJ school with his blue belt, tell them his instructor's name and his instructor's instructor's name, and they'll know him. They'll accept his ranking and position and skill and treat him as a blue belt. I get tossed into the unknown category, because even after I explain my style most people still don't know what the hell I'm talking about. I'm better off saying "Kendo Shodan" and my date of ranking than explaining my years of grappling experience and fight record. It just doesn't signify as much as that minor Claim to Hospitality and Cultural Familiarity does. It helps in combat, a little, but only when I pull stuff that doesn't look like what they know. |
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Having a "secret" or "new" style would be one of those Advantages with built-in Disadvantages. I'd probably just charge an appropriate Unusual Background for that. I probably wouldn't be too severe since unless the player goes through a lot of trouble, it won't remain secret for long and if it is at all effective, the player has gained a lot of unwanted attention. Don't forget the difficulty of being recognized as a martial artist (assuming you want such recognition) and the requirements for a character creating a new style (at least in 3e, it wasn't easy). Quote:
TL;DR: If you're campaign is bothering with the more advanced combat options that Styles apply to, then your character always has a "style". If 4e Martial Arts allows Style rules to be used without requiring a player has a style (even a placeholder like Self-Defense), color me confused. |
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What this represents is fairly obvious...someone who's picked up the skill without studying any school (or even 'school') and thus whatever quirks their idiosyncratic style might have, nobody is going to be familiar with them. It's slightly perverse that that character could then learn a style and in the process become predictable to all practitioners. I wonder if an additional perk would be enough to buy away the 'recognizable style' penalty. |
Re: Why learn a martial art?
In theory there would be no reason of course why someone could not study a particular foe and spend a perk on knowing how he, in particular fights even he doesn't himself have a Style perk. Which leads inevitably to Taskmaster. Just as you can get an Unusual Background which lets you know every language in the universe you could get an Unusual Background that lets you know everyone's style provided you had an opportunity to study them.
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And the advantage we're talking about here is only a reduction by -1 of the penalty from your foe's feints and deceptive attacks. And even this can be avoided (p. MA 49) Quote:
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Re: Why learn a martial art?
What is the best way to handle style familiarity in campaigns where one style is very common? For example, in a campaign in medieval Europe, all knights would use the same (GURPS) style. However, I would imagine that a fighter from one region would not be able to easily read the style from a knight of another school / region.
What is the best way to handle this? Split the style into sub styles that are the same in GURPS terms but don't have style familiarity between them? Or just to limit the style perk? |
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Learning a true additional style to throw people off is valid - and I've seen it. When I was in Japan one of my co-workers did sport Capoeira. A Kudo instructor came to his informal class to learn some moves he could insert into his own style to throw people off at the next tournament. It worked too. He went from "fighting guys who know his style" to "using a style they aren't familiar with." For people who really want a total "includes all, but familiar to none" go with Ultimate Fighting, on MA p. 20. For 20 points you buy Style Familiarity with everything; but only other Ultimate Fighting stylists count as familiar with your style. Yes, it's 29 points including the style, but learning to fight like Remo Williams isn't cheap. ;) |
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So by stepping into a dojo somewhere and getting a white belt, you permanently lose your personal fighting patterns, which worked perfectly well up until then? The inspiration here, remember, is a character who was an accomplished fighter before they learned any style. The idea is that they're basically claiming a style familiarity with an undocumented style which has no co-stylists and no optional traits, skills, techniques, or perks they don't already know. For someone who learned a style first, clearly it's not impossible to still invent an idiosyncratic way of doing things that nobody's seen before. But it's probably hard and likely not as appealing as actually picking up a new style familiarity, which is almost as good and has additional benefits. ...Huh, I think the familiarity rule might have a slight issue. There's no filter on the styles that are considered, which means that having familiarity with Kusarijutsu or Foot Archery can thwart the other guy's familiarity in an unarmed fight. Perhaps only familiarities that include the skill you're using should count... Or even only styles that include the specific technique you're using. |
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If you invent a personal style then surely that should be a style that you know rather than something other than a style.
I feel like fighters who know multiple styles ought to be allowed to say which style they're using when they do something so long as it is a skill or technique that is part of the style the pick. At the very least that simulates cinematic martial artists who switch up styles to confuse opponents. "You are using Bonetti's Defense against me, ah?" |
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And if the people you fight can ignore their style and attack style-free, then the idea of negating DAs and reducing Feints is basically a non-rule that applies to no one. Quote:
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If that drawback is supposed to be a huge deal that you can't get out of, it shouldn't be so easy to get out of it. I'm just proposing a way out of it that makes it possible for the same character to fight with 'no' style (which any character without a style familiarity can do) and to have knowledge of styles. I don't think 1 point is too little to pay for the privilege. Quote:
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Unfortunately, in my SF setting, not all martial arts descend from this particular one, though most have taken at least bits and pieces of this one. However, there are very few places and people who use this style, though there is a sport style that includes a lot of the original, but not all. Her teacher made sure she was qualified in the modern version as well so she could always have a job teaching if she wished. She also has a few style familiarities for arts that she could not study the cinematic parts either because of a lack of True Masters (The Gentle Way - basically Aikijutsu) or because she lacked the ability (Blue Star Striking, where magical control over gravity and time is used to deadly effect). Her master didn't teach her the military martial arts because he really doesn't believe they're useful other than teaching soldiers to understand that pain can be ignored and that it's good excercise: after all why wrap a battle suit or a starship around you and then fight hand to hand? |
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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. |
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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. |
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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. |
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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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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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A punch is neither Goju Ryu nor non-Goju Ryu. It is a particular technique (or lack thereof) and is thrown by a character with particular style familiarities (or lack thereof)...but ascribing a particular style to it doesn't arise. (Except maybe in secret techniques/calling your attacks type stuff? I don't remember those rules well.) Quote:
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Just out of curiosity, has anyone addressed the issue that the self-created style may be worthless (or, at least, very ineffective)? Most martial arts are the result of generations of people figuring out what works and what doesn't. One person working on their own (specifically to avoid being too like any existing martial arts style), may not have had time to refine it.
Pretty sure Martial Arts has rules for this... |
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Based on what I had read in this thread... it didn't seem that different, at least relative to the specific things I have commented on. I have not, for example, worried about "Perks". I will point out that I regularly used English words that had a common root to deduce the meaning of Spanish words (and then learn them) in Spanish, and did the same with both when taking Latin. ;) So now someone needs to explain to me why some of the "abuses" are abuses... or at least abuses when following both the letter and the intent of the law. One of the purposes of recognizing martial arts styles it to allow more depth and realism within the game. I don't understand how, once you go into that territory, someone can have "no style". In game terms, what does the penalties from facing (bonuses from using?) an unfamiliar style against an opponent represent? |
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I believe what it represents is that they know pretty well how people who fight like you fight, so they can anticipate the ways you try to get around their defense. You can have no style by not having any style familiarity. Really nothing complicated about it. Using styles in a game does not forbid not using styles. (Somewhat akin to how using powers does not forbid 'wild' advantages.) |
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Yes... I was being rather thick. >.> Just to explain where I am coming from... Style Familiarity used to be an Advantage for styles the character was not proficient with; without it you defended at -1 against attacks from someone using a style you didn't know. It was not associated with the character's own proficiency in the style. If a setting was bothering to use "Styles" as more than flavor, any given method of combat technically had a style; it is just that outside of real world "martial arts" there often was little reason to dwell on the differences. It may be a "double standard", but to a degree it was justified; players weren't really worried if how one culture used a sword was different from another unless the differences were already extreme enough (re: different skills or different "styles" of the same skill) to bother keeping track. So getting back to the topic at hand... even if RAW states you can have a "generic" martial arts style, I'd personally would require the player back it up or pay for any advantages generated (as compared to having a specified style). Unlike a wild version of an advantage, we are discussing how one represents the performance of a related series of actions and utilizes a body of knowledge. It is one thing to have (for example) the "wild" generic version of Luck in an "all in" Powers heavy setting - Luck there can still just represent the manipulation of game mechanics, of exchanging points for a more desirable outcome. This feels more like trying to get a second Native language for free... though I don't remember how 4e handles that (for 3e it was just a Special Effect or Unusual Background cost similar in price to simply buying the language up to that proficiency). The difference is being born into a bilingual family (or environment) is a lot more likely than inventing your own form of advanced combat skills. |
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