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#1 |
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Join Date: May 2011
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Got the MA book 4th edition. Trying to learn GURPS, haven't played yet, thanks for your comments on this matter.
I don't quite get it. Even after searching the forums and reading other threads on this matter. Maybe I am just plain stupid about this or can't read right. 1st, why buy a style? What does it do for you? There's no extra damage or pluses to hit or increase in a stat or nothing. Can't you just buy the skills listed under a style outright? What's the advantage of buying a style? 2nd, once you buy a style, do you get 1 cp per skill listed invested in that skill? Then do you have to spend more cps in that skill to get it to the level you want? At what level does the skill come in at with that 1 cp paid for by buying the style? 3rd, There's something about perks costing 10 instead of 20? If you take style. What Perks? All Perks? Or do I have this wrong too. Finally, what is Style Familiarity? What does this get you? Can someone please explain in plain common language what I need to do? |
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#2 | ||||
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Join Date: Aug 2004
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Akicita |
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#3 |
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Join Date: May 2011
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Akicita, Bruno. Thank you very much!! :)
Now, why couldn't the rule book just plainly say that? |
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#4 | |
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Join Date: Apr 2009
Location: South Shore-ish, MA
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Mostly because it's a "GURPS thing". A large number of other RPG's tend to come out with supplements/expansions, etc. that "break" the previous rules/mechanics, so that you can do something you couldn't previously do. GURPS tends to come out with materials that "refine" the Basic Set. They allow you to say, handle Fast Draw contests between multiple players with Fast Draw. They will not, generally, "break" existing information. One excellent example would be how GURPS:Low Tech handled Melee Weapons weights, which were widely accepted to be too high in the Basic Set. They did NOT come out with a list of new, "corrected" weapons weights that contradict the Basic Set, they basically said "Oh, the weight in Basic is including the scabbard, here's how to figure what the weapon itself weighs". (Please note that I consider this to be simply ingenious, and love it) So, the big thing to remember in GURPS is that you will never get something for nothing, and that the basic "generic-ness" of GURPS will always be there under the hood. |
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#5 | |||
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Join Date: Sep 2004
Location: Canada
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A style is "One point in each of the primary skills, plus the Style Familiarity perk". One point on each of the skills gets you whatever one point in those skills would get you. No more, no less. Style Familiarity means, among other things, that when fighting against other people trained in that style, you ignore -1 in Feint penalties, and -1 in Deceptive Attack penalties. You know their kung fu, they can't surprise you as much. See Martial Arts page 50. Buying a style means primarily that you get that perk, and you get training (to the tune of at least one point) in the primary skills. You buy up the skills normally, because you've bought them normally. A style is just a kind of lens. The secondary benefit of having bought them in a style, rather than individually, is that you can buy more perks. See below. Quote:
The digest version is that Martial Arts recommends a limit of one combat perk per 20 points spent on combat skills. Basic Set already recommends a limit on perks. For every 10 points spent on a style, you can get another perk from the style list. The list of perks starts on page 50. I get the impression you missed that section, so try starting reading there :)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Got a page reference for that? I didn't remember it as being in basic, and can't find it searching the PDFs.
Last edited by johndallman; 05-30-2011 at 02:32 PM. Reason: echosounding |
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#7 | |
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Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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This is Dr. Kromm's summary of the perk limits: http://forums.sjgames.com/showpost.p...5&postcount=32 |
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#8 | |
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Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
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That said, it is my belief that styles are a collection of skills and techniques associated with that style. Of course you can just buy the skills individually, but the sections described give some logical guidelines to which skills are associated and in which order you learn them within that style. The cost for styles, as written, are the cost of the basic elements of that style, added up. What exactly these are, can be read in the style description. After that, you can spend CP normally to improve the skills and techniques. The styles are just packages that are logically associated with the style in question. Perks always cost 1 point. Style familiarity is useful when fighting against the style you take the perk for. It reduces the penalty you receive to your defences when your opponent attempts a feint or a Deceptive Attack. Also, if your character uses a style, he really ought to have the style famliarity for it, too. I think that style familiarity perk is required to learn the other perks associated with a style.
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Fnugus |
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#9 | |
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Join Date: Feb 2008
Location: The Athens of America
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If you have some players to hand and can manage the time I would strongly recommend running a number of 1 on 1 mock combats...(don't even really need to do complex charater builds...just pick the basic stats and resonable weapons/equipment levels...shoot for a rough equivalency...then start experimenting with the inequalities!!) First with just the basic combat rules... Then with the Advanced Combat rules from Basic... Then with the Martial Arts rules layered in... Then with the Magic Rules layered in... Then small group combats... But there are a lot of rules to take all at once and seeing how the rules work on a combat map with dice can help lock things in the mind...and give a better appriciation of the next layer's likely effects... Good Luck!!
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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#10 |
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Join Date: Mar 2008
Location: LFK
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1. If you've studied a style, you can improve any of the techniques of the style with points earned, if you haven't, you need outside instruction. Additionally, you can get more combat perks (but we'll go into that at question 3). You also have the Style Familiarity perk (question 4). For that matter, it can help flesh out the background of a character. Never ignore how useful backstory is.
2. Buying a style consists of spending at least one point on each required skill of the style, and buying the one point perk, Style Familiarity X. For instance, learning Aikijutsu takes two points, one for the style familiarity perk, and one point on its required skill (Judo). Spending that one point on Judo is no different than if you didn't have the style, you still know judo at DX - 2, and you can increase it as you see fit. 3. Perks are a second benefit to learning a style. It is suggested for Martial Arts campaigns to only allow one combat perk per 20 points spent on combat skills and techniques. Having a martial arts style allows you an additional combat perk per 10 points spent on that style's combat skills and techniques (but only perks listed for the style). A list of combat perks is in Martial Arts. 4. Style Familiarity is a perk that shows you're knowledgeable about a martial art style. It's needed for being considered a practitioner of the martial art, and additionally it lowers defensive penalties from co-practitioners. I hope this answered some of your questions. |
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| Tags |
| help me out here, martial arts, new gm, new guy |
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