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Old 05-18-2006, 10:22 PM   #11
Icelander
 
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Default Re: Combatives martial arts styles

Quote:
Originally Posted by Pragmatic
Will the Martial Arts book make maneuvers worthwhile? As I understand it right now (as a GURPS collector, rather than player *sigh*), getting more than a few maneuvers isn't really worthwhile, as you can get a better deal by just improving the stat or the underlying skill. However, I like having the extra description of having a maneuver...
I agree that this is a problem with the 4e rules as we see them now, but I hope that SJGames will fix this with Martial Arts. I liked the manuever costs in 3e and I hope that it becomes worthwhile again to have more than two manuvers for a given skill.
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Old 05-18-2006, 10:44 PM   #12
Peter V. Dell'Orto
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Default Re: Combatives martial arts styles

Quote:
Originally Posted by Icelander
I agree that this is a problem with the 4e rules as we see them now, but I hope that SJGames will fix this with Martial Arts. I liked the manuever costs in 3e and I hope that it becomes worthwhile again to have more than two manuvers for a given skill.
Sean has pretty clearly stated several times before that we are not "fixing" BASIC SET. There will be valid reasons to buy martial arts styles, but we are not re-costing Techniques to do it.
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Old 05-18-2006, 10:47 PM   #13
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Default Re: Combatives martial arts styles

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Originally Posted by Icelander
ATK Cost: 11/-

Primary Skills: Brawling, Judo
Secondary Skills: Karate, Pressure Points
Pressure Points is cinematic, and requires TBAM. If you make a realistic skill, it should probably require a UB and move up to Primary skills. As a secondary skill it isn't going to get much use (and gets hung up on the odd rules about secondary vs. primary skill levels).
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Old 05-18-2006, 10:57 PM   #14
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Default Re: Combatives martial arts styles

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Originally Posted by Toadkiller_Dog
Pressure Points is cinematic, and requires TBAM. If you make a realistic skill, it should probably require a UB and move up to Primary skills. As a secondary skill it isn't going to get much use (and gets hung up on the odd rules about secondary vs. primary skill levels).
The Pressure Points skill states specifically that a GM may consider allowing it even in a realistic campaign. Personally I allow it without TBAM, but for those who do not, the cost of ATK is one point less.

I find Pressure Points all but useless in combat, but many players want their characters to know the skill. In something like three years of playing in a campaign with heavy unarmed combat themes, not a single opponent has been neutralised by use of the skill. Arm locks, choke holds or strikes against vulnerable areas such as brain, neck or limbs are the usual fight-ending moves. A short lived partial paralysis IF the opponent fails a HT check is about as practical as a rubber chicken. The skill might be more useful if it allowed a "Vulcan nerve pinch" type knock-out move, but then it would probably be a lot less realistic.

Learning ATK may or may not require an Unusual Background, but I think that depends on the individual GM's preference.
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Old 05-18-2006, 10:58 PM   #15
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Default Re: Combatives martial arts styles

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Originally Posted by Toadkiller_Dog
Sean has pretty clearly stated several times before that we are not "fixing" BASIC SET. There will be valid reasons to buy martial arts styles, but we are not re-costing Techniques to do it.
Very well. I guess we will just have to wait and salivate wildly, then. ;)
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Old 05-18-2006, 11:33 PM   #16
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Default Re: Combatives martial arts styles

Systema Cost: 23/-

Primary skills: Brawling, Judo, Karate
Secondary Skills: Knife and any three of the following Axe/Mace, Broadsword, Spear, Shield, Short Sword, Staff, Two-handed Axe/Mace, Whip
Optional skills: Other weapons, Body Language, Scrounging, Wrestling
Manoeuvres: Aggressive Parry, Arm Lock, Breakfall, Choke Hold, Close-combat (Knife), Disarming (Judo), Elbow Strike, Eye Gouging (Karate), Finger Lock, Ground Fighting (Judo), Head Butt, Head Lock, Hit Location (Brawling, Karate or Knife), Knee Strike, Neck Snap, Stamp Kick

This version of Systema assumes that the various armed techniques taught by the Spetznaz are included and as it is presented here, most people would never master the style but instead only learn the basics (covered by Military Hand to Hand).
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Old 05-18-2006, 11:42 PM   #17
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Default Re: Combatives martial arts styles

Hey Toadkiller. Any word on an eta for playtest?
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Old 05-19-2006, 12:04 AM   #18
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Default Re: Combatives martial arts styles

Could someone tell me how martial arts styles are priced, and any simple special rules which they used in 3e? I never got MA 3e, and plan to get MA 4e, but would understand if this is too much copyrighted material to give free.
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Old 05-19-2006, 12:05 AM   #19
Peter V. Dell'Orto
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Default Re: Combatives martial arts styles

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Originally Posted by Ciaran
Hey Toadkiller. Any word on an eta for playtest?
Sorry, I can't divulge anything like that - I'm a co-author on it, but playtest announcements, timing, etc. aren't something I can discuss.
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Old 05-19-2006, 10:10 AM   #20
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Default Re: Combatives martial arts styles

S.C.A.R.S. Cost: 6/-

Primary skills: Brawling
Secondary skills: Karate
Optional skills: None
Manoeuvres: Aggressive Parry*, Elbow Strike, Hit Location (Brawling), Knee Strike, Riposte (Brawling)

*Note, the style does not teach traditional blocks or parries and hence every parry using S.C.A.R.S. is automatically an Aggressive Parry. This costs no points.

I am aware that the advertisements surrounding this style are mostly false and that the claims made by proponents are patently ridiculous. Nevertheless, the style was taught to BUD/S trainees at one point in the 80’s and that implies that there are at least some marginally useful techniques. This version of the style is presented as being more helpful than no training at all, but GMs are free to vary it for their campaigns.

Any comments would be welcomed, especially from people with some martial arts experience.
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