Talents & Martial Arts
I got Power Ups 3: Talents a little while ago and found the take on combat skills in Talents interesting but a bit odd.
First, the idea that a small Talent with combat skills was ok but a large Talent with combat skills was unbalancing. That strikes me as a little odd - a big Talent isn't a whole lot cheaper than DX so a 15 point Talent with all melee combat skills doesn't seem too unbalancing in practice. Second, the argument against any Talent for a martial arts Talent followed by the Job Training advantage, which in practice sounds awfully similar to a Talent for a martial art - you get a bonus to a bunch of skills for a specific occupation. So it occurred to me you could create a quasi-Talent for a martial art. The idea is to make it more practical to create characters who are skilled at a style of fighting without having a high DX and consequent talent at all physical skills. Otherwise under the rules as written if you want a character who is skilled at more than a couple of physical skills you're best off buying up DX and just putting a few points into skills. Here's how it would work. The Martial Artist Advantage costs one point for each skill included per level, with a minimum cost of 5 points per level. It adds to the skills just like a regular Talent but can be learned after character creation. It has the following restrictions: 1. The character must be trained in the martial arts style including style familiarity and all skills. As with Job Training, he must put at least one point in every skill in the Advantage before buying the Advantage. 2. The character must buy a Special Training (Martial Artist) perk for every level of the Advantage. 3. The Talent only applies to Techniques and sub-skills used in the relevant martial art. For example, if the style includes Karate but does not generally teach the Jump Kick technique, the skill bonus from Martial Artist does not apply to that Technique. 4. The fighting style is more easily identified observers have a bonus equal to the level of the advantage to recognize the style used. The rationalization is that you're learning these skills as part of a single system so there is some synergy. The point cost and limitations came from playing with the idea of Enhancements and Limitations on a Talent: Cosmic (can be learned) (+50%) Limitation: Character must be trained in the martial arts style. (-10%) Limitation: Signature - fighting style is more easily identified (-10%) Limitation: Only applies to Techniques and subskills used in the relevant martial art (-10%) Net Modifier would be +20%. For a 5 point Talent that would be a net cost of 6 points - which matches paying for a Perk to have access to the Talent. Just playing around with ideas here. In practice this could create a reverse problem where it's too cheap to buy up skills but I'm trying to get away from the model where character sink points in only one or two skills. |
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I'm not sure you need Cosmic. A learnable talent doesn't have to cost more IMO. I'd probably just straight-up make it a talent, without sticking the limitations you listed on it. Make it 5/level for any one martial art, maybe 10/level for 2-3 martial arts styles, 15/level for all martial arts. Applies only if you have the right Style Familiarity. Applies to all primary and optional skills, and therefore to any techniques built off of them. At first glance, that doesn't seem unbalanced. Reaction bonus is to fellow stylists, no alternate benefit. It would make styles more attractive, too. |
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And yes, I do have reservations about Job Training. It's *purpose* is to be unbalancing in a particular way - effectively a method of creating a character class niche. Quote:
Limitations have to be actual drawbacks. So what's the disadvantage of somebody identifying your fighting style? Applying only to subskills in the martial art, maybe, but it's going to be hard to draw the line. For example this means the talent doesn't apply to a *standard attack* with the skills covered, since that's not improvable and hence not going to be listed. And if you do allow that, well, all other techniques are just a standard attack at a penalty, and the bonus adds to that.... On the other hand, I don't see why you need Cosmic for a talent to be learnable. Which advantages can be learned is a setting decision. |
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It adds complication but I like the idea of limiting the bonus to techniques appropriate for the style. Might be too much of a pain to keep track of. Quote:
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My goal here in part was to allow the creation of characters like Selmy Barristan from A Game of Thrones. He's very good at knightly skills because he's been practicing for a very long time, not because of superb reflexes and coordination. Given his age, raw speed is probably limited anyway It doesn't follow (to me) that he should also be talented at climbing or stealth. A version where he has DX of 12 or 13 but knightly combat skills around 16-18 feels right to me but isn't very practical in GURPS. Allowing a 10 point (or perhaps 15) Talent to represent his focused training and experience seems a better way of simulating the character. Also I admit it helps make sure fighter types outlcass high DX thieves in combat skill. |
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But a Talent that includes a bunch of skills that occur in a lot of arts seems pretty reasonable to me. It has a clear theme, lots of fictional martial artists seem to be pretty good at lots of them or at related physical stuff not specifically included in their supposed art, and there might even be some realistic logic to it as a subset of DX. Certainly that's as good a justification as a lot of Talents. Call it Acrobatics, Boxing, Brawling, Dancing, Escape, Feats of Strength, Judo, Jumping, Karate, Sumo and Wrestling, 10 points/level, and throw in their Sport forms for free. |
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Since having higher levels of Experienced in my game allows the buying of supernatural warrior-esque gifts like Injury Tolerance: Damage Reduction, warriors will aim to have whatever DX suits their characterisation and otherwise rely on Experienced. Rogues will often try for the highest DX they can.* *But I add an Unusual Background cost for buying Attributes at 16+, so finding a Talent that suits their particular roguish archetype can be beneficial for them too. |
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You can also limit it to the physical skills in a style, to avoid Artist (Cartooning) getting covered. Heh. |
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There's not a lot of durable reason to acquire multiple melee weapon skills anyway. Get a Fine Broadsword and you don't need a merely Good Axe and that's doubly true if you've got WM:Broadsword but not WM:Alll Knightly Weapons. Who's Who made a perfectly good Wiliiam Marshall long before Talents were created. This looks like a solution in search of a problem to me. |
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Talents, meanwhile, are a more point-efficient way to give characters high levels of multiple skills than raising every single individual skill in it. |
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That's a cludgy and inaccurate design. Also, what do you do about DX-based skills he's clearly trained in, but not supposed to be as good at as he is at fighting? He knows how to swim and climb, but he's not a world-famous climber and swimmer. He is, however, world famous as a lancer and swordsman, and he can evidently use axes, maces, staves and daggers at or close to 'best in the world' too. I realise that you could model this by putting 24+ points into each and every individual combat skill, but that's monstrously inefficient. When you have a combat skill, adding 'back-up' ones has a much reduced utility. For Advantages, this can be dealt with using Alternate Abilities costs. For skills, that rule in unusable, but Talents and Job Training offer another method to achieve the same thing. Why is that a bad thing? |
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As to why custom Talents are bad it's not so much that they're "bad" as they are _whiny_. "I want a character who's good at a lot of DX-based Skills without having a high DX and I want it to be cheap too! So change the rules until I can get what I want!" irritates me. There's usually a better, simpler answer elsewhere in the rules. |
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But either way, I think we're mostly quibbling over which way to round to get an even multiple of 5. A +1 bonus to just unarmed combat skills is somewhere between 5 and 10 points. It's when you start adding all the other skills that are listed under individual martial arts that you are unambiguously over 10 and maybe over 15. And just to quash one point pre-emptively, yes if you take a Talent for both unarmed and armed skills, it will undoubtably cost more than DX. That's normal for stacking talents. I've always been perfectly happy to let you degrade anything you want to fit your character concept though, so just buy up the attribute with only for (whatever list of skills based on that attribute you like) -0% if that bothers you. No it doesn't save you any points, but so what? |
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Personally a Style isn't possibly less than a Wildcard Skill. Fist! is less versatile than that style because as far as I know it doesn't include grappling. If it does, my bad.
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The +2 is just to reap the full benefits of Weapon Master and you would have to buy that much even if some Talent was involved. Talent is treated as adding to the Attribute rather than the Skill. Base Skill at DX and 4 levels of Talent gets you nothing from WM. As to final levels that depends on how good the people he is compared to are. If most armsmen in the setting are Skill-12 (at best) then a 16 beats the crap out of them. Skill over 16 is for absorbing Hit Location penalties and Deceptive Attacks. The need for this can be reduced through Techniques such as Targeted Attack and Counterattack. Also Balanced Weapons, Weapon Bonds and of course, magic. All these desirable things would also have to come in addition to any Talent. So Talent by itself would not be enough and might even be not truly on target. It's not really likely that Ax/Mace needs to be at the same level as Broadsword. It probably doesn't need more than token presence. Not much more than that for other supplementary weapons either. Now you would need to buy up Riding to a high level for a classical Knight character but that wouldn't be in a weapon-only Talent. Other things like Savoir Faire too. Perhaps you could sell me on a "Knight" Talent with Broadsword, Lance, Shield, Riding, Games (Tournament Law) and Savoir Faire but not a 5pt "Master of all weapons I want to carry around". A Talent should have a theme and not a cp advantage scheme. |
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You know, you could just use Job Training. The warrior template from Martial Arts (p. 41) includes points for a specific style in the template which should let you get the effect you want - for a Selmy-type anyways. That said, I'm going to blog about this I think, it's an excellent topic.
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As a side note, for GoT, I would use the Guard template from DF: Henchmen to represent combat skills of merely competent knights, the Squire template from DF: Henchmen for skilled knights and start with the Knight template from DF: Adventurers for the top knights of Westeros. This is before counting in various Social Advantages. |
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In this case we're talking 5 points for a narrow range of (mostly combat skills) - a focused style. A broad range like knightly combat or such will be more like 10 points. A very broad one will be 15, as much as DX! and about as valuable. Remember, combat skills like a lot of GURPS abilities get less valuable as they become more redundant. So the costs seem fair. This is not "I want a character whose good at DX based skills without buying DX" - it's "I want a character really good at a particular fighting system without being really good at all other DX related skills." Yes you can build William Marshal using the normal rules but no one would ever build a player character that way. Realistically, knights and many other warriors trained from an early age. They should have high levels for their combat skills without necessarily a high DX that allows them to become quickly competent at other physical skills. Talents can be a useful game mechanic to represent this. There's plenty of fictional and even real world precedent for people highly competent at just about everything (high DX and IQ.) But there should be a way to build characters with a more narrow focus. |
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Ser Barristan Selmy is described as someone with a gift for swordsmanship (and all other fighting, apparently) and he has trained it for all his life, but he still has other skills. His DX isn't just the basis for his fighting skills, so it makes little sense to artificially inflate it just because they are really high. Quote:
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Given how GURPS makes it very hard to fight multiple foes, if he could even half-way back that boast up, we're not talking skill 16-18. We're talking enough skill to cut through multiple men with skill 14-16 like carving a cake. At his best, he was a painter. A painter who only used red. If not using Weapon Master (which is probably unsuitable for games set in G.R.R. Martin's world), he needs skill in the middle-20s. |
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But the marginal utility of raising weapon skill #2, #3, #4, #5, etc. is nowhere near the same as that of the primary weapon skill. Rather than enforce that all characters have only one high weapon skill, I'd rather have the option of being good at more than one available at a more reasonable character point cost. The Job Training trait is meant to address a similar concern. One way of modelling a knight like Ser Barristan Selmy is to give him decent Attributes, high Talent for the things that make him remarkable in-universe, Job Training for his job skills and a solid level of skill bought with points as well. After all, he's presented as far above the elite who are themselves a cut or two above the 'ordinary' knight, which in-setting means a man of superior educational and nutritional opportunities, born and bred to a certain profession and trained since he was five years old. |
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The character isn't all that boastful. As far as one can judge from the books and show, he really could have posed a serious threat to the other knights of the Kingsguard, even five against one. A Song of Ice and Fire is usually fairly cynical in tone and a lone hero against several ordinary men generally loses. The most 'cinematic' aspect of the books is that characters exist which are very competent and many of those are point of view characters. On the other hand, skill at arms isn't confined to point of view characters and some 'random' sellswords demonstrate what I'd estimate to be skill 18+ in GURPS terms. It's just that for every one that gets to that point, dozens, maybe hundreds, of levies and men-at-arms die of disease, wounds or other dangers of warfare. |
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In any reasonable world, he's still good with the staff, because he's trained with all knightly weapons and extremely good at footwork, keeping time, distance and proportion and that sort of thing. If we don't raise any other weapon skills than his two primary ones, however, he has DX-5 with the Staff, because it doesn't default off Lance or Broadsword at all. |
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I do not dislike talents so much as I believe they don't work very well regardless of how others think they either should or do work. I try and guide people to avoid rules I believe do not work well. |
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Since you think that raising multiple weapon skills is not worth the points it costs; I can hardly imagine that you think that a cheaper alternative exists is a problem in itself. What then? What are the flaws with modelling such a character with a Talent for combat skills? |
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Talent at maximum ;levels. I believe this distorts character creation and given the choice of seeing DX16 v. DX12+ Talent 4 I'd take the DX-monster just for the greater simplicity. Talents also tend to produce clusters of all the Skills in the Talent at equally high levels whether that actually fits the character concept or not. Should all Outdoorsmen be as good at Fishing as they are at Survival? For practical catching of things to eat I would have the character use Survival anyway. Angling is a peculiar Hobby Skill. There's the general issue of total complexity of the game too. I haven't actually seen the problem of Gurps being too simplistic in the way it handles this sort of thing. Talents are just 0one more thing I would have to explain to new players "No, you probably don't want to get into Gurps at this level of complexity. Your character isn't badly designed f he doesn't have a talent.". So Talents appear generally counterproductive to me. |
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Don't take a Talent that actually doesn't entirely fit the concept. The listed Talents are only examples and it's assumed that modelling many characters will require taking a Talent for the specific niche they excel at. Other than that, I agree that many outdoorsmen won't have Fishing skill. In which case they'll have Survival at 4-6 levels higher than Fishing, which sounds fine to me. Quote:
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My big problems with talents are:
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I greatly prefer Talents alternate benefits from the Power Ups: Talents supplement to the reactions bonuses.
Pricing isn't so bad if you have stat caps for genres. Then even the dreaded 15 point talents for mental skills makes sense. (I simply can't approach the disadvantage limit for any character below 150 points total. So no pooh-poohing IQ!.) |
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But yes, while a 15 point Talent for all combat skills might be reasonable, including ALL martial arts skills could conceivably include everything. |
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Martial Arts has a solution for adding a martial arts talent: Wildcard Styles. If a wildcard for all skills in the style is 12 points in all skills in a style is fair (debatable, but I like it) then a talent that covers every skill in a style should cost about this or more if the talent has other advantages.
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Talents also allow a little more customization. You could simulate Selmy Barristan with Knight! at a high level - that would be my second preference after Talents. However, it gives all the skills at the same level - it's not really set up to allow a little customization. Also, it does not allow a smooth transition from someone conventionally trained in the style in question. I like the idea of a fighter who starts out trained in a style and then adds Talent to represent his growing mastery of the style. It's trickier to transition from conventional skills to a wild card. |
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All DX or IQ skills would top out at 15 per level, not 10.
With IQ! costing only 10 per level, 15 point talents are only reasonable for character themes or if you hit the setting limit on a stat. Yes, I know some people hate IQ!. But as I have never even approached the suggested disadvantage limit for any character more than 125 points, I don't see the issue. |
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One could charge a flat single-Perk cost to "open" a learnable Talent, but you only pay that 1 CP, then after that you can buy as many or as few levels as you want, although never more than the RAW max of 4 levels. The whole Enhancements/Limitations thing to make a Talent learnable does strike me as excessive. |
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Also, of course, the "threat" from the player to the GM: If you don't let me buy All Weapons Talent for 15 CP/lvl, I'll simply buy up my chracter's DX for 20 CP/lvl instead. Is that what you want me to do? All Weapons Talent is, if you are able to veiw it objectively, more interesting than full DX is, and therefore in principle valid. However, I do think there is more merit in raising the cost of DX and IQ to 25/lvl, to modify the balance situation (max-breadth Talents still at 15 CP/lvl), and of course even more merit in recognizing the inherent stupidity of DX and IQ, and therefore replacing them with something less offensive. |
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Apart from it not being about combat at all, it makes perfect sense to me to handle it as a martial art in an RPG design context. |
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A Wildcard is pretty broad, and comes with its own pros and cons that won't suit all games. You might not want to have both in a campaign. Or be able to usefully benefit from both, if they are both in a campaign. I can see Talents as fitting into a niche that neither raw skill nor Style! covers, but it's a hard niche to have if you are trying to balance them all together. That's probably not a great idea - Style! makes zero attempt to price styles as anything other than a single skill, no matter how narrow or broad the martial arts style is. Talents would price out depending on the contents of the styles. I do like the idea of style talents, but I'm still pretty unsure of how I'd want to implement them if I used them myself. |
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Furthermore, even GMs who find such broad Talents unreasonable have no legitimate objection to such Talents posited as supernatural Powers, defined and flavoured with appropriate Limitations, e.g. as divine gifts (something proposed in GURPS Fantasy, but AFAIK sadly never touched upon again since then). |
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But sub-dividing the DX that GURPS has chosen to employ is a tricky business, and one that I'm glad not to have to be involved in. |
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My own "least bad" fix, for the mess that is GURPS, is to raise the cost of DX and IQ to 25/lvl, and to have not three but four breadths of Talent, costing 6, 9, 12 and 15 CP, instead of 5, 10 and 15. And in fact there should perhaps be a 5th bread, 18 CP/lvl for ultra-broad Talents, in my scheme. Either way, the intent is for the narrowest Talent grade to be used sparingly. |
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If you want to posit a Talent to all Unarmed skills, then call it Unarmed Talent, not Martial Arts Talent. |
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The merituous approach might be to move one's attention away from the game mechanics, and look instead at the character as envisioned and described and defined by the person (author, GM or player) who created the character, and decide whether that character is appropriate or munchkinny. It's probably the case that the GoT character in question is not suitable for a standard GURPS campaign, standard being RAW-defined as 150 CP, but would be perfectly legit in a higher-powered campaign. He'd be legit in my Ärth setting, of course, a place for gifted heroes with great or broad competences. It's just that if all he can do is fighty fighty, he's likely to be boring or end up bored. But perfectly legit (assuming the players don't vote for a low or moderate point level) and - I have reason to believe - also perfectly creatable. |
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The problem is player choice. Player reluctance to make certain choices, certain combinations of choices. The problem is that in some cases the player wants one thing, but the structure of the character creation system being used acts as a "force" on the player's choices pushing in another direction, often a starkly other direction. That is uncomfortable for the player, sometimes even extremely uncomfortable. |
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How about Wildtalents? So Animals! would give a bonus to any roll that includes animals, and Cars! gives a bonus to any roll that includes cars? A bit like Higher Purpose.
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I'd also want to advise the player that he is _extremely_ unlikely to actually fight with 5 different Melee weapons much less gain a critical advantage by attempting to do so. |
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I've long supported a learnable 10-point Melee Talent (and yes, I'm well aware there are enough melee skills to make it a 15-point Talent; I'm also aware that once you have a few melee skills the utility of additional melee skills falls nearly to 0, so charging for all of them seems like a point trap).
Obviously this isn't the same as a Martial Art Talent, but the effect would be pretty similar. |
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I've read that 150 is equivalent to the very common 100 of 3rd edition. |
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OK, in response to the OP. There's a limit to how much you can improve your DX, Talents gets you past this. This is more of a Ritual Magic thing, but the Rule of 20 says that your default, before defaulting penalties is 20 if the base stat is higher then 20, again Talents gets around this. Talents can probably also be used against penalties
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