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#1 |
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Join Date: Mar 2008
Location: Seattle
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OK so I am sure I am missing something obvious with the styles in the Martial Art book but I just not quite grasping how they work.
I have a player that wants to take. Jeet Kune Do (MA p.164), but I am having three big things I don't understand. 1. What do you get when you buy Jeet Kune Do style? 2. How high dose the Judo and Karate need to be to buy the style? 3. Dose the PC need have all of the Techniques and Perks before they can take the style? This is a cinematic game so what about the cinematic skill? |
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#2 |
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Join Date: Apr 2005
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To get the basics of the style, you need to spend three points: one for Judo, one for Karate, and one for Style familiarity. The actual skill levels are impertinent for this purpose. This entitles you to put points in Techniques and Perks germane to the style. A suggestion is to allow one style perk for each 10 points in the skills and techniques of the style. Cinematic Skills are always optional.
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Steal Energy- giving Dungeon Fantasy wizards a pretext to learn healing magic since 2004. |
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#3 | |||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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What do you "get" from that? Well, you get whatever skill level you paid for in the primary skills, plus the benefits of Style Familiarity (JKD). That's not meant to be a flip or ironic answer -- it really is as simple as that. Quote:
To give you another (made up) example: If Karate, Hiking, Riding (Horse), and Wrestling are the four primary skills of a style, then you have to put at least one point into each of those four skills. Quote:
As for perks, you can only take a certain number of them: One for every 20 points in combat skills, plus an additional one for every 10 points invested in a style. So if your only combat skills are (let's say) the five points you spent on a style, you can't buy any of the perks!
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#4 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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One thing I think I picked up from previous discussions:
You don't have to put ANY points into Techniques, if you don't want to. Some (all?) of them can be used untrained. They add extra combat options. ************ For my question: do the combat and style skill points count for both? For instance, if a style has combat skills, and I put 20 skill points into them, does that mean I get one for having 20 points in combat skills, and two for having 20 points in the style? |
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#5 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#6 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#7 | |
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Join Date: Nov 2006
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#8 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#9 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Counterattack: Default: -5 Dual Weapon Attack, Hard, Default -4 Targeted attack (Armor Chinks-Vitals): Default -10 (max -5) Lethal Strike: Default -2 Total penalty: -21, can be reduced to -5. In order to reduce this penalty, you can purchase +16 to skill (64 points) or max the 4 techniques (6+5+6+3=20 points). Of course, the fighter that has invested in more general skill has an edge in versatility. |
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#10 | |
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Join Date: Oct 2007
Location: Vermont
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My ongoing thread of GURPS versions of DC Comics characters. |
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| Tags |
| martial arts, style |
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