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Re: A bunch of Martial Arts questions
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Originally Posted by Mailanka
Question, the first: Naginatas, Spears, and the Staff Skill
So, am I correct in assuming that the naginata doesn't gain a parry bonus in "staff form," and can anyone point me to evidence that you actually can use the spear with staff skill (I don't disagree that it seems a reasonable interpretation, but I'm curious if there's actually a RAW entry for this).
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Spear is used as the example for switching skills on p.104 of MA. Yes, that is it. I do agree with you that that they really should have put a note somewhere in the table, if not an actual stat line.
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Question, the second: Combat Art
In short: Is there ever a reason, any campaign assumptions, any special rules, where a player might prefer to take Combat Art over a Combat skill? Or is it always inferior? I'm looking for mechanical reasons here, not fluffy reasoning (Not that there's anything wrong with that, it's just that I already know the fluffy reasons a player might prefer Combat Art. I don't know the mechanical reasons he would).
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You should see MA:Gladiators for an example. If you want to look impressive to crowd, then it's for you.
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Question, the third: Is Sensitivity worth it?
Purchasing skills and techniques can be tricky. It's easy for a player to get lost in the desire to be good at a particular, interesting skill or technique, without realizing that they're actually hampering themselves. This is true of any system but, fortunately, it's fairly easy to spot in GURPS. For example, I've watched a player dump 6 points into various techniques to get a +1 to each, and I was able to point out that for 4 points, he'd be better off simply buying the skill (and that techniques exist so you can specialize to a high degree in one, two or MAYBE three things, not to "add character" to your skill. That's more the role of perks).
Sensitivity seems to be such a case. A successful Sensitivity roll gives you +1 to attack and defend under very specific circumstances. This seems to be the equivalent of purchasing +1 to a skill (4 points, or +2 if you count the defense bonus for 8), and thus not the sort of skill you should take to very high levels. Am I right? Or does the fact that this +1 applies to multiple skills, in your experience, make a big difference?
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Once you can routinely succeed by 3+ in order to get the +2 bonus you probably don't need to raise it further. The fact it boosts defenses directly is key, and it may even be more cost effective than a Talent. Note that sufficient bonuses from other sources means you may not even need to put [4] into it, just the [1] to buy it.
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Question, the Fourth: Katanas: two-handed?
Martial Arts lists numerous benefits to parrying with a two-handed weapon, but notes that these two-handed weapons should be "at least 2 yards long." Does this refer to reach (in which case, a standard or LEGENDARY! katana certainly qualify) , or to the actual size of the weapon, or is it bupkis (as the previous paragraph notes bastard swords as an example, and I'm pretty sure those aren't 6 feet long (though, on the other hand, Low-Tech cites small nodachi as a bastard sword, which is certainly longer than the katana), and all you need is the two-handed sword skill to qualify?
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I would say Reach, since GURPS doesn't give weapon lengths.
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Question, the Fifth: Grips!
First, Defensive Grip. First, it states that any weapon can gain +1 to parry against frontal attacks at the cost of -1 to parry from side attacks. That seems clear enough, but is it an option or is it a fundamental part of the next two paragraphs?
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The use of any should make it clear that that applies to any weapon. You then have three paragraphs for the additional rules covering specific cases; one handed weapons, two handed weapons, and swords.
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Stated differently: If I want my +1 to frontal parries with a one-handed weapon, must I also take a -2 to my attack rolls and a +1 to my damage? And given that a katana could be considered a two-handed weapon, it should use the latter (-2 to swing damage, -1 to odds of breakage), but it doesn't have a ricasso... so what is the samurai gripping? Or are these really three different options: I can steady the weapon before me "defensively," I can grip the ricasso, or I can place my hand by the tip?
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What did Samurai do in real life? Mechanically there are only two choices, the general defensive grip for the maximum number of hands the weapon can be wielded with or the specific one for swords.
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Second, Reverse Grip. Grip Mastery doesn't include Reverse Grip in it's list of options, thus, if I'm correct, you need to use the technique to switch rapidly from or two Reverse Grip. Is that right?
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Yep
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The Final Question: The Delicate Grappler
Grappling skills are a little tougher. The Judo throw, especially after a parry, seems like a great option even for a low ST character. However, after you've actually grappled a character, your target always has an opportunity to escape. You have a +5 to keep your grip if you made a two-haded grapple, or +4 if you made an arm or finger lock. Sufficiently high Wrestling skill will boost your ST by +1 or +2. Are there any other ways for low ST characters to keep their grip on big brutes? This will be a cinematic game, so feel free to cite any cinematic options or techniques you can think of. Also, any general advice on how to make low ST characters shine, lemme know.
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The Power Grappling Perk should help.
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