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#1 |
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Join Date: May 2010
Location: LP City, Maryland
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So I've got a copy of Martial Arts, and I've given it a quick read through. It looks good, but I am not very experience with the system so I cannot pass any meaningful judgment. It seems to expand on the core mechanics of the game, adding weapon grips and making the basic attack/defense modes do more. The history seems relatively solid, if the Western stuff seems to have gotten a wave into Generia (they didn't even talk much about Johannes Liechtenauer).
As I'm running an Urbanpunk campaign with some east asian influences, I felt it would add a few things, but at the moment all we're using is a single perk - weapon bond - which seems to be a nice little boost for a single point. Oh, and grip mastery, as we're simulating iaijutsu. Quick draw -> Attack (one handed using Bradsword skill) -> switch to two handed grip (or whatnot) -> end turn. So who's used it and how good is it overall? The cinematic stuff doesn't interest me much, but the "realistic" bits I see myself using a lot. Does it expand the core mechanics well, or is it not so hot? Are there any game breakers I need to be aware of that come out of this book? M. |
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#2 |
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Join Date: Mar 2006
Location: Iceland*
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I believe that there is a general consensus that GURPS Martial Arts is jolly good. A right corker, so to speak. Full of vim, verve and all that. A good egg.
The realistic bits are just what the doctor ordered, as well. Realistic and playable both.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#3 | |
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Join Date: Sep 2006
Location: Seattle, Washington, USA
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Quote:
ps: also, if you start a thread asking questions about MA, it's fairly likely that one of the authors will stop by and elaborate (or at least comment). *I don't really consider Magic to be supplemental, around 75% of the GURPS games I play in are fantasy, so IMO Magic might as well be a core book.
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“What all the wise men promised has not happened, and what all the damned fools said would happen has come to pass.” ― William Lamb Melbourne Last edited by rosignol; 11-15-2010 at 12:31 PM. Reason: added ps |
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#4 |
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Join Date: Apr 2005
Location: France
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I didn't use it a lot in my games, because there are already a lot of rules in the Basic Set to cover almost everything required... But everything I read make sense with what I learned in my Dojo (Karate Gojuryu Shoreikan - a traditional karate, full of lock and throw techniques). Martial Arts rules look both realistic and playable. A great work.
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#5 |
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Join Date: Jun 2006
Location: Spain —Europe
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GURPS (4e) Martial Arts is a critical hit to the game table.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#6 |
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Join Date: Oct 2007
Location: Vermont
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Best RPG suppliment I ever bought. Would have been worth it for just Committed Attacks, Defensive Attacks, Style Perks, and the "What is a Rapid Strike" box but it's sooo much more.
GURPS Martial Arts is just plain excellent.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#7 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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I'm not so sure about that. Powers, Martial Arts, Low Tech, and to a lesser extent Low Tech all compete for that slot. Hell, I have yet to see a bad GURPS supplement. I have seen my share of absolutely horrid RPG sourcebooks from other publishers (Plenty from big names like WotC and WW, and don't get me started with Palladium or the no-name d20 publishers)
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#8 | |
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Join Date: Oct 2007
Location: Vermont
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Quote:
Powers and Thaumatology occupy my 2nd and 3rd slots for best GURPS hardcovers, Martial Arts still sits firmly at the top. I'm still waiting for my copy of Low-Tech, so we'll see. Generally, the tech books aren't quite as exciting for me, just a matter of personal taste. I expect it to be excellent and useful, but I don't expect it to rank in my all time favorites.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#9 |
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Join Date: Dec 2006
Location: Houston
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Martial Arts is a Great Book. Read it slowly. Read it carefully, like so many GURPS books, its quite info dense.
The biggest highlights (for me) are the styles, techniques, and perks. The increased combat options are also great! Nymdok |
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#10 |
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Join Date: Aug 2007
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It saw little real use in my last campaign but that was one where we didn't tend to use as much detail in combat as even Basic provides.
There appeared to be a preference for speed over realism. I don't really think I have more than 1 gamer in my current circle who would want the level of detail MA provides for. We did use it once to clear up how hunting ogres by using dogs with ST 30 should work. On the other hand it's an excellent book overall and good for reference on many subjects.
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Fred Brackin |
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