Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-08-2010, 11:45 AM   #1
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: What is a combat skill for MA: Style Perks

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.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 10-08-2010, 01:44 PM   #2
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by Kromm View Post
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.
I don't want to derail the thread but I have a similar question about Magical Styles. In Magical Styles only spells can count towards style perks, is there any reason why the skills for a given style shouldn't count?

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
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 10-08-2010, 02:22 PM   #3
malloyd
 
Join Date: Jun 2006
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by Ghostdancer View Post
IAlso, 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?
I'd say that if you learned it from the same sources you are learning the style perk from, it counts toward prerequisites for the perk.

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.
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 10-08-2010, 05:36 PM   #4
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by malloyd View Post
I'd say that if you learned it from the same sources you are learning the style perk from, it counts toward prerequisites for the perk.

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.
Hmmm so I suppose a GM would decide on a case by case basis. I guess that would also mean you would need to notate that somewhere on the character itself. That probably works well enough for gov't work. ^_^

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
__________________
My w23 Stuff
My Blog
GURPS Discord
My Discord

Latest GURPS Book: Meta-Tech
Latest TFT: Vile Vines

Become a Patron!
Christopher R. Rice is offline   Reply With Quote
Old 10-09-2010, 10:59 PM   #5
RobKamm
 
RobKamm's Avatar
 
Join Date: Sep 2004
Location: Chicago
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by malloyd View Post
I don't see that as an additional problem (over and above my objections to the entire count the points prerequisites concept) though.
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?
RobKamm is offline   Reply With Quote
Old 10-10-2010, 01:08 AM   #6
malloyd
 
Join Date: Jun 2006
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by RobKamm View Post
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?
Probably somewhere. But basically, I think it's unrealistic (most of the combat Perks are effectively mini-skills, and you aren't restricted in buying skills by how many points you have in different skills), and in some cases leads to nonsensical results.

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?
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 10-10-2010, 01:24 AM   #7
Christopher R. Rice
 
Christopher R. Rice's Avatar
 
Join Date: Jun 2006
Location: Portsmouth, VA, USA
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by malloyd View Post
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?
I have to disagree with you here, and make a assumption. First the assumption, you mentioned Razor Kicks so I am going to go with Capoeira. Now the disagreement: it says pretty implicitly in the style that you can learn Acrobatic Kicks as soon as you have 1 point in Acrobatics. So for your Atlantean Tridentfighting style you can simply put in the same clause, as soon as you have 1 point in Spear you get to buy a EWT perk for Electro-Tridents (or what not)

Even if that wasn't the style you were referencing, perhaps you were just speaking about Ninja using shuriken this way...; still the point is valid. When you design a style simply put in the same caveat that Capoeira has listed.


I like perks btw, one of the best things GURPS ever did for the system.

Ghostdancer
Christopher R. Rice is offline   Reply With Quote
Old 10-10-2010, 11:31 AM   #8
aesir23
 
aesir23's Avatar
 
Join Date: Oct 2007
Location: Vermont
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by Ghostdancer View Post
I have to disagree with you here, and make a assumption. First the assumption, you mentioned Razor Kicks so I am going to go with Capoeira. Now the disagreement: it says pretty implicitly in the style that you can learn Acrobatic Kicks as soon as you have 1 point in Acrobatics. So for your Atlantean Tridentfighting style you can simply put in the same clause, as soon as you have 1 point in Spear you get to buy a EWT perk for Electro-Tridents (or what not)

Even if that wasn't the style you were referencing, perhaps you were just speaking about Ninja using shuriken this way...; still the point is valid. When you design a style simply put in the same caveat that Capoeira has listed.


I like perks btw, one of the best things GURPS ever did for the system.

Ghostdancer
Quoted for Truth. Several styles state outright that you can buy a particular perk before you have 10 points in the style, but most perks represent traits that are only appropriate to very experienced fighters.
aesir23 is offline   Reply With Quote
Old 10-08-2010, 06:07 PM   #9
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: What is a combat skill for MA: Style Perks

Quote:
Originally Posted by Kromm View Post
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.
I know it is all required skills, even if they aren't combat skills. That's why I wanted to rename the thread when I added the question about this part of Style Perks. What wasn't clear to me was if this included cinematic skills or not. But from this I take it that cinematic skills should be counted.
Dragondog is offline   Reply With Quote
Reply

Tags
martial arts, style perks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:34 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.