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#61 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Hmmm. Perhaps simply reduce the cost for those with Karate? Or maybe add DR to your hands for those with Karate? If we're going to errata it I'd like a consensus.
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#62 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Boxing gives an improved Dodge when retreating and is not penalized for encumbrance. If you plan on carrying a lot of weight, it's superior to Karate.
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#63 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Technically correct, sure, but in practical, actual play, no one who has spent 8+ points to master Karate is also going to buy Boxing. They'll either deal with the encumbrance issue or take Armor Familiarity 4 (which is available in DF as part of a power-up) to negate the problem completely.
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#64 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Quote:
IMO, the easiest fix is a bit of an overhaul, but one that will actually simplify it: (1) specify that it applies just to Karate strikes, (2) change it to two levels, folding level 1 into level 2, and (3) reduce all costs by 2 points. So now it costs 4 or 8 points (which we can spin as "4 points/level"). Level 1 gives you +2 hand DR, +1 damage, and you ignore "Hurting Yourself." Level 2 adds Sharp Claws. Also, while we're talking errata, I missed something with Aggressive Defense. It should be a flat 1 point cheaper (6 or 19 points) because you don't need Unique Technique; Aggressive Parry is a bog-standard technique. EDIT: Actually, this question comes up for Aggressive Defense, too. I guess the real question here is, will any DF delvers ever end up with more than one unarmed striking skill? And even if it's technically possible, is it a common enough case that we need to factor in wildcard techniques for it? (After all, most wildcard techniques are used to cover a wide range of weapons.)
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#65 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
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#66 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Okay; I'll send a revision errata to Steven and Nikki.
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#67 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#68 |
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Join Date: Feb 2005
Location: Berkeley, CA
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As a side point, 2 x Crushing Striker (Limb, -20%) [8] gives you Thrust+1/die damage and means you count as armed when punching or parrying, which seems pretty solidly better than knifehand.
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#69 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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(A) Knifehand 2 lets you do cutting damage, not just crushing, for the same cost. So I'd call that balanced. (B) I haven't discussed the exact reasons with him in detail, but I know that for the purposes of DF only, Kromm has ruled that the only benefit of Striker (Limb, -20%) is the +1/die damage; it isn't treated as an armed attack in DF.
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#70 | |
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Join Date: Nov 2014
Location: Pacific Northwest
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Oh goodness, if that is really true then that's really gonna mess some things up for the campaign I'm a part of, such as the Unarmed Master power-up from Pyramid 3-61 pg. 13, More Power to Dungeon Warriors that it appears Sean co-wrote, which seems to imply just the opposite. Including the benefits of weapons not getting free damage off of you on a parry. Some of our Martial Artists were really hoping for that, or at least the Natural Weapon version we had houseruled in. Though I guess that might just be another side effect of the cosmic mod other than Stackable. Guess that means that our MAs are gonna have to sink cash for Cestus and points into Judo to offset the Bad Grip penalty.
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