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#1 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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In other words, you should learn the Muay Thai style because you want to play a PC who's great at Muay Thai! If that sounds cool to you, then GURPS Martial Arts exists to show you which skills you should buy to realize this character concept. Just like if you wanted to play a knight, you could use a "knight" template to know what skills are appropriate and useful. The only real difference between "I know these skills" and "I've learned this style" is that the latter means you also bought Style Familiarity. That perk is pretty cool -- it gives you a lot of minor benefits for just a point -- but it has the prerequisite that you can't take it unless you first take all of the primary skills of the style. So that's the one true game-mechanical benefit of "learning a style" -- you get to buy Style Familiarity for it.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#2 | |
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Join Date: Mar 2013
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And of course the cinematic techniques and skills usually need Trained by a Master and the master in question may be picky about who, how, and what he teaches.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#3 |
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Join Date: Aug 2013
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Thanks for all the responses, guys, it's really clearing things up.
Last question (potentially, ha!): what does the Style Familiarity point do other than officially recognize the style? The book makes it seem like that's all it does. |
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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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#5 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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From what I understand, if you've got combat skills, you GET to BUY one perk for every 20 skill points you have in combat skills.
If you've got a martial arts style, you GET to BUY additional perks (from those listed within the style) for every 10 points you have in that particular style's techniques and required skills. So if you have 20 points in various combat skills, you get the privilege of buying one martial perk. But if you put those same 20 points into a particular martial arts style, you get to buy one martial perk (any of the "generic" ones, IIRC). AND you get to buy two of the martial perks associated with that combat style. You STILL have to spend your character points on the perks (nothing is "free" in 4E). You don't have to buy the perks. And if you have multiple styles, there's rules (somewhere... I'm just browsing the PDF for the book right now) as to how you earn style perks across multiple styles, and how you can spend them within individual styles. Note that this is all predicated on the "limited perks" (I think it's a maximum of 1 generic perk for every 25 character points, and 1 combat perk for every 20 points in combat skills). If characters are allowed to buy as many perks as they want, this is all moot.
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I'm a collector, not a gamer. =) |
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#6 | ||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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The actual hard rule is that Style Familiarity lets you improve your style's techniques at any time; see below. Quote:
In addition to the above, when you "know" a style (which requires buying its Style Familiarity), you're entitled to buy more Style Perks than you normally would be allowed. Since Style Perks are pretty awesome, and cheap, this is not an insignificant benefit -- even though you don't get any discount on their price. As I said above, it's a pretty great deal for just 1 point, and that's not even including that it's what takes you from "I know a few combat skills" to "I've trained in this particular style."
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#7 |
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Join Date: Aug 2013
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Thanks so much.
I was having trouble wrapping my head around it all for some reason and you guys have cleared it all up. Well played. |
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#8 | |
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Join Date: Aug 2004
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But in any case, I call it "rich", not "complex". 4e does good stuff with martial arts. Getting back to the initial question of the thread, back in 3e I couldn't figure out what made a "style" different from a bunch of skills, mechanics-wise. That lack of a difference didn't break anything, but it was unsatisfying. 4e's simple Style Fam Perk nicely handles this. 4e addresses other little issues, too: for example, 3e would give some styles little freebies, like acrobatic feints for Capoeira, that made for nice descriptive and mechanical touches, but again, were vaguely unsatisfying ("so, I can just toss in stuff like this for free? Anywhere I like?"). 4e again uses Perks to nicely codify these tweaks. Sorry, I ramble. But while the whole 4e combat skill/style system isn't necessarily what we'd ideally build new from scratch, I thought I'd take this chance to tell the SJG folks that, with 4e, they've updated legacy martial arts rules with some very nice design work. Oh, and I have a question too. One thing easy to overlook in Style Fam is a touch of disadvantage that it carries. A style includes the benefit that you can better read a fellow stylist, and better defend against his Feints and Deceptive Attacks. That seems fair. But it also means he better defends against your use of these moves. And if he has a second style that you don't have, he can use Style 1 to better defend against your actions, while using Style 2 to more effectively attack you. My question: In this specific situation, wouldn't you be better off having no style at all, thus becoming less "readable" to your foe? If that's so, is there anything you can do about this during the battle? Can you declare, "I throw a Deceptive Attack, but it's with generic Karate skill, not my style"? Yeah, it sounds a little cheat-y, and I can see the GM ruling this out if the attack is one that clearly required the style (like a bought-up Technique). But if it's just a generic Karate punch, the same punch that you could throw if you had nothing more than the unadorned skill, is there a mechanical reason why you can't throw the punch "out of style"?
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) |
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#9 | |
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Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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-- Sun Tzu. :)
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
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#10 | ||
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Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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In game, I wouldn't let someone take Muay Thai and then say "I throw a totally non-Muay Thai punch!" anymore than let someone say "I speak English, but with no accent or regional pronunciation!" It just doesn't seem possible, realistically, and it's clearly meant to be an abuse in game (You're trying to dodge a disadvantage that came with your advantages, while still taking full advantage of your advantages.)
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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| Tags |
| martial arts, style familiarity |
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