[MA] Technique Mastery for DWA?
Am I crazy, or does it look like Technique Mastery is legal for DWA?
Has anyone seen this come up? Would you allow it? Seems a little nuts, but we are talking cinematic gaming... |
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I've considered a houserule where you only use the highest TM rather than the combination of them. So if you've got Feint at +7 (that's +3 over the normal maximum), DWA at +2 and Counterattack at +4, you'd roll at a max of +2 when combining them. By RAW you'd roll Feint +13 followed by a Counterattack at +6; with the houserule you'd roll Feint +6 and Counterattack +2, which is still higher than the normal maximums, but not so blatantly broken. |
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So the character would attack at base skill +x when using two weapons? Where increasing x costs [1]? Technique Mastery is always worth heightened scrutiny and attacking is the core function of the skill. For me, no way, not a chance.
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Remember that as a cinematic technique, a character requires Trained by a Master or Weapon Master in order to improve DWA above default. When he's performing a DWA, he's not making a Rapid Strike, which with TbaM is only -3 per extra attack. I really don't see it as a particularly problematic choice, compared to the other things he could be spending those [5] cp on, especially if you're limiting the number of Perks a character can take. I'd worry more about someone pumping up Feint (though again, points spent there are points not spent on base skill and Parry).
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i don't have a problem with DWA being a level higher than base skill. However, I do require DWA specify the combination, frex knife/knife is a separate technique from knife/rapier.
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For a kung-fu movie game where everyone has that one killer move, sure, why not? It would be amusing to have a guy so good that, like the Sundance Kid with shooting on the move, he's better with two weapons than with either one on its own. Balanced? Really, it depends on the game. It isn't one I'd give a blanket yes to in all circumstances. GM judgement is required. |
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I'd say no to this as fast as I did to they guy who wanted to learn DWA for Flail.
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Realistically, a morningstar's Min ST 12 should be more of a hindrance than it is in GURPS. A fighter swinging a pair of 6lb morningstars will fatigue far faster than one twirling a couple of 2lb nunchucks, even if he's got plenty of ST for either one. But the same would apply to swinging a pair of ST 12 maces, and to a lesser extent the wide range of 1-handed ST 11 weapons. At present that is well below the resolution of GURPS. All of this pretty much goes out the window in a cinematic game, of course. There you'll see a mish-mash of civilian and soldierly weapons and styles. If allowing DWA to be improved at all, I wouldn't single out morningstars as being inappropriate. |
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"A skill's core uses aren't eligible" catches this one. The actual roll against Dual-Weapon Attack is for core use: standard attacks. You can have Technique Adaptation only for peripheral attacks. It would take a very lawyer-like reading to claim, "Attacking once with one hand is a core use, sure, but once you do it with both hands at once, that changes." That would be like saying it's okay to use Technique Adaptation to get +4 to Wrestling as long as you insist that it only covers two-handed grapples.
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I think you picked a poor example however, as Wrestling's default is a two handed grapple and has no technique listed in chapter 3 of MA, IIRC, and DWA is a technique that starts out as a skill feet at -4. If a player says "I'm going to grapple him" I assume he's using two hands by default, and if they say "I attack with my sword" I assume they are attacking with one. Looks like a different animal to me. Sure DWA would become your default if you improved it to Skill (or higher), but I think that's true of any widely useful technique you've bought up to skill (or higher). And it does have it's drawbacks, no benefit in resisting feints, or bonus to parry, doesn't help with skill on added attacks on Extra Attack or AoA, and you loose the benefit if you drop a weapon or are disarmed... so that's why I thought it was at least possibly legal. |
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And so is Kicking. You can't improve kicking past Karate (or Brawling if it's a technique of Brawling also). And as GM I wouldn't allow kicking to be extended because I feel that kicking is also a core use of Karate. Buying off the -2 penalty with a technique is fine, but making Kicking even better sounds wrong to me |
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The sense I get from this whole discussion is that people think TM is a point crock and shouldn't be allowed at all. I haven't had that experience with it. As Peter says, it's helpful to represent some of the hyper-specialized martial artists from fiction. |
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Like a few of the other perks, it's fairly easily abuseable, but that's no reason to take the tool out of the hands of worldbuilding GMs. Use it where it seems appropriate and like it won't result in badness in your campaign. Like, you know, any rule in any book. :) |
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As with most things, I will negotiate with players. While I might not like Kicking for TM, I wouldn't mind more specialized kicks and hand strikes using TM. |
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Besides, it is +4 for [5]. Meh. It may be a bit cheap at the lower skill levels (sub 20s), where it is more typical to get +3 for [6], but where my group plays it isn't especially noticeable. |
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