Quote:
Originally Posted by Varyon
Of course, for those who do, you'd by RAW need Knife skill as well, as that's what katars use (D2 Assassins have three variants of fist weapons - katars, hatchet hands, and claws; hatchet hands would basically just be thr cut versions of katars, while the claws are too long to be like neko-de or similar, so should probably also use Knife - I'd treat them compared to a katar like a trident is compared to a spear, with +1 or so to damage and AD (0.5)). That said, while not strictly RAW, I'd have no objections to someone with Trained by a Master using Weapon Adaptation to have such fist weapons work with Brawling/Boxing/Karate (and even getting the damage bonus to boot, but note this wouldn't stack with Weapon Master).
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Or just use a pair of oversized Bladed Hands (as well as other modifiers from DF1) and call it
Dragon Claws because Diablo 2 does not run under GURPS mechanics and we are talking about a Diablo II Assassin-
like character (in the sense that it's using "Martial Arts" and a "claw weapon"). Investing in Knife skill would mean that you are investing in another striking skill that is not Karate.
Sure, a perk could solve that, but why use a precious perk slot (1 per 20 in combat skills) when there is the Bladed Hands to do Swing damage Karate attacks?
Quote:
Originally Posted by Varyon
Agreed. There is the issue that you need to buy it separately for hands and feet, if you want both your punches and your kicks to be enhanced.
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That's true, but at least Natural Weapons advantage is more generous than Striker; the first counts for a pair of weapons, while the later counts for a single limb.
So to enhance punches and kicks, you need a set of 4 Strikers (like it was made with the Unarmed Master advantage), but for achieving the same effect with Natural Weapons, you just need a set of 2 Natural Weapons (one for your arms and another one for your legs).
Quote:
Originally Posted by Varyon
The first level would be (away from my main machine so going off memory here) Crushing Natural Attack (Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [4.5], which rounds up to [5]. The second level would add on Extra Damage +2 +60% for [3] (with this being written as "the better of +2 or +1/die"), and the third (and final) level would add on another Extra Damage +2 +60% for another [3] (resulting in "the better of +4 or +2/die"). Note Hidden is there to account for the fact you being armed isn't obvious, while Cannot Parry is a non-issue for a character using Karate, as they can just Parry weapons unarmed anyway. You'd have to buy this separately for fists and feet, but [9] or [10] to make your punches and kicks do swing damage would arguably be worth it - and [+3] or [+6] each for a further +1/die or +2/die (which should stack with the bonus from Karate, meaning you could in theory get +4/die - that ST 17 Martial Artist would punch for 3d+11, or 6d damage if converting adds to dice) isn't too shabby either. And this could go further, with special exotic hand strikes that deal cutting and/or impaling damage. These would be Cutting Natural Attack (Extra Damage Type, Crushing +20%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [7.7], which rounds up to [8] (and [+4.2] per +2 or +1/die to damage) or Impaling Natural Attack (Extra Damage Type, Crushing +20%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [8.8], which rounds up to [9] (and [+4.8] per +2 or +1/die to damage); you could also be able to deal all three, with Impaling Natural Attack (Extra Damage Types, Crushing and Cutting +40%; Hidden +20%; Swing-Only +20%; Cannot Parry -40%; Chi -10%) [10.4] (still [+4.8] per +2 or +1/die).
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I may be wrong, but I don't think the Cannot Parry modifier would apply. Your arms and legs are your Natural Weapons and you want to use them to parry attacks like if they were weapons.