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Old 01-27-2011, 11:24 AM   #1
Dunadin777
 
Join Date: Nov 2010
Default Re: [MA] Styles for Myth campaign

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Originally Posted by Gold & Appel Inc View Post
Definitely not Telegraphic Attack - That makes it easier to Parry. You could call it an All-Out Attack (Determined) or Committed Attack (Determined) and blow the Determined bonus on Deceptive Attack if you don't mind nerfing your own defense. If you want to balance a big bonus to hit and/or penalty to defend with the getting stuck thing, it needs to be more of a nuisance... Maybe say they get stuck if they fail to do at least HP/2 + DR damage on the exit wound, for example...
Yeah, I like that. I'd rule that if the first two attacks do hit and wound, they are stuck. They then require an All-Out Attack (determined) with at least Deceptive Attack 2 to try to tug them outward to do swing damage. If it hits, they still need to do HP/2 wounding damage to get free, which in turn truncates the enemy. Otherwise, another attack maneuver can be used with at least Deceptive Attack 2 to do thrusting damage to remove them. This second option represents tugging the swords back out the way they came, rather than twisting for maximum damage.

Though not a Deceptive Attack in the deceptive sense, I think it does represent this well. The victim knows that you're going to retrieve those swords if you can, making your to-hit roll difficult, but if you do get a hold of those blades, he can't have much shot of dodging.

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Skill Sub: Carousing -> Savoir-Faire (Dojo)! I know it's labeled as cinematic, but these guys really need the Drunken Fighting perk if you don't want them to get completely owned by anybody they fight while drinking. In realistic settings, drinking can make you violent but also makes you suck at it, just like in real life, even with Carousing as a primary skill.
Oh, that's certainly true. Drunken Fighting will definitely be a cinematic perk(available to anybody else who might be reading this), but I wouldn't use it in my campaign. Odds are that the PCs introduction to this style and to Norheim in general will be walking into a thatch-and-mud hut village and find a pair of drunks trying to break each other's heads. Especially since one of the PCs is a drunken blacksmith with no social skills, I want Norheim as a culture to be dangerous to him--defaulting at Carousing skill, if he goes on a bender, odds are that he is going to be on the other end of this style. With the other benefits built into the Northmen template, the poor smith could use a break with him at least being equally penalized by being drunk.

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Sacrifice Throw is normally a Judo move only, so they're going to need a Skill Sub perk if you want them doing it with Wrestling. Also needs a Technique Mastery perk to buy higher than Skill. May also get you killed outside of sporting competitions, even if you have Ground Fighting, because it's always an AoA.
Thinking about this some more, I think that Sacrifice Throw is probably not fitting. Probably more along the lines of flying tackles--something fairly likely to be an opening move before the fighters get to within range.

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A Grapple+Headbutt Face Combination would be a much better investment, IMHO, because it does an end-run around their chance to Break Free before you hit them. Besides, if I've just headbutted somebody in the face, chances are I won't need a Sacrifice Throw to put them on the ground; that's the great thing about the Face rules.
With Sacrifice Throw axed, I'll change this combo to wrestling grapple/torso + headbutt/face(hehe, headbuttface).

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Same deal: Wouldn't buy it. Kicking the groin is kind of a longshot unless you're heavily invested in it with Kicking and TA, can only be used against (at most) 50% of your enemies, and, when successful, will often invalidate your victim for the follow-through Uppercut because he won't be standing anymore. Wrestling Grapple / Torso + Knee Strike / Groin, on the other hand, would be pretty sweet, IMHO.
Done. The kicking the groin combo is intended for shock value, really(shocking the victim and the spectators), so making it into a grapple and knee-strike to the groin is just as good and much more practical, + Uppercut/face for those who've invested into it. This will make for one of those decisive finishers that guys see and respond with, "Ow...oh, that's not fair."


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In addition to the Perks I mentioned above, I'd give them Power Grappling, Special Exercises (May Buy Tough Skin DR x1), Neck Control, and Improvised Weapons (Brawling).

Rapid Healing would probably be of tremendous benefit...
Those are definite options, though Rapid Healing would be something available to the Northmen template. This style, unlike the Heron Guard's, is going to be available for outsiders to learn, and so Rapid Healing will be out of their reach.

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4e Update: Running skill doesn't help you close in combat anymore; buy Extra Basic Move if that's what you're looking for.
Oh, I know. I just included it as an important skill to the style because of their heavy emphasis on running in their lifestyle. In the setting, Northmen runners are the preferred messenger the world over when speed and reliability are important.

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It's super-duper cinematic, but Extra Option (Arrow-Proof Nudity) would help these guys live for a few extra seconds...
A good, flavorful option that'll be included for those cinematic types who are interested.

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They're going to need to be stronger than average. I'd probably give them a "No Armor" Vow and Enhanced Parry, too.
Yeah, the Northmen racial template I'm working on will include +2 ST, +2 HT, and the Berserker lens will have additional benefits such as Rapid Healing, Recovery, and Hard to Kill/Subdue. If anyone's interested in seeing more setting-specific stuff, I can post my 4e Myth conversions later on, but I think the setting is pretty niche. But the Martial Arts styles are new, so I really need some guidance if I'm going to incorporate them into the campaign easily. Anyways, most of the Berserker benefits are inherent to their society and race, so not all of those will be part of style training.
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Last edited by Dunadin777; 01-27-2011 at 11:30 AM.
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