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#10 | |||
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Join Date: Aug 2010
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Quote:
Hard Default: prerequisite skill-5. Prerequisite: Any unarmed grappling skill; cannot exceed prerequisite skill. You’re adept at applying force precisely when wrestling. You may opt to base normally DX-based grappling rolls on ST. Roll against Power Grapple. You can use another technique as your grappling move; see Using Techniques Together (p. 64) to find effective skill level. Following the example of Counterattack technique gives something along those lines. Of course, the skill-based strength bonus is still uncapped so the basic problem I have remains, but if people want to allow it the GM can now expand the range of character levels before this perk becomes a "must have" for every grappler with any training. Quote:
Quote:
Given that a normal human being has ST/DX 10 each and skill level 13 is considered within the norm for "ordinary folks", I contend that a perk which is mathematically superior for any character with at least DX+3 to take is no longer a stylistic characterization tool with minor/occasional benefits (perk), regardless of its realism. Is this because everyone else reads "ST-based Judo, Sumo Wrestling, or Wrestling roll" while I read "ST-based Judo, Sumo Wrestling, or Wrestling roll"? We're substituting a skill for an attribute and nobody sees potential for mishaps. Ok to be fair, my examples have devolved to the point where DX and ST are irrelevant and a single skill reigns supreme, so saying that defense/to-hit benefit is no longer right. But they are certainly not harmed since this perk makes attributes little more than point sinks. Last edited by Streacer; 08-22-2010 at 03:14 PM. |
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| grappling, martial arts, perks |
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