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Join Date: Aug 2007
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I'm fairly certain that Gun-Fu extends that. The relevant text in PU2 certainly doesn't specify. It makes absolutely no sense that a shooter should need Brawling at 20 in order to take Deadeye.
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#4 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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If the fighter lacks a fighting style, then use the skills that make sense for the Style Perk in question. Most combat perks would combine the Combat Skills list on p. 55 of Martial Arts with the Shooting Skills notes on p. 16 of Gun Fu. The subset of perks that pertain strictly to low-tech weapons would use only the former box; the subset that are uniquely relevant to firearms would use only the latter. All skills in both boxes are "combat skills" in situations where the rules don't differentiate, regardless of TL or whether they cover melee or ranged combat.
If the fighter has a combat style, then any skill listed for it counts toward points in skills for the perks of that style. This is true even for skills like First Aid and Theology, which have little use in combat. An advantage of styles is more ready access to Style Perks, whence the name "Style Perk." This doesn't just mean that fewer points in skills are needed to allow a perk – it also means that the enabling skills might well be of any type.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Also, do optional skills count as skills for the style itself, or is it only the skills listed in the top part of the style description? Ghostdancer
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#6 | |
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Join Date: Jun 2006
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Yes this does mean that two characters, both students of the style, and with identical point and skill distributions, might differ in whether or not they qualify for a style perk depending on their history. I don't see that as an additional problem (over and above my objections to the entire count the points prerequisites concept) though.
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#7 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Any guess why skills for Magical Styles don't add to points in the style? That one has been bugging me a bit. I know I can hand waive it I am just curious about the reasoning behind it. Ghostdancer
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#8 |
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Join Date: Sep 2004
Location: Chicago
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Okay, I'll bite. I don't recall having heard an objection to that idea. Have you spelled out your objections in another thread somewhere?
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#9 | |
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Join Date: Jun 2006
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Consider a hypothetical style that is all about using a weapon for which Exotic Weapon Training would apply. I think trident requires it, so before I can buy this perk in learning my Atlantian Tridentfighting style, I have to spend 10 points on Spear skill, during which I am more effective with a spear than a trident, even though I've never so much as touched a spear in the training process.... There are actually quite a few combat perks that could quite reasonably be the core technique of a style, which is effectively impossible with this rule. Razor Kicks for example. Or Off Hand Weapon Training. And that used to be a technique remember - perfectly legal for a character to have for several different weapons, even at fairly low skills, so now you need 20 points of combat skills to have it in one, let alone for two or three weapons? It's a nod to D&D Feats I think, and might be OK if the flavor text about combat perks ("minor advantages for veteran warriors") were *true*, but in most cases it isn't. Many of them are specialized training extending a specific weapon skill, so a prerequisite based on points or level in that particular skill might make sense, but one of points in totally unrelated combat skills?
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-- MA Lloyd |
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#10 | |
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Never Been Pretty
Join Date: Jan 2005
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| Tags |
| martial arts, style perks |
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