Quote:
Originally Posted by Carlos
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?
|
Don't oversized weapons require the character to either have the SM the weapons are sized for or have the Huge Hands Perk (which gives +1 SM for purposes of wielding oversized weapons)? That's still a Perk you're burning through; I guess it would arguably come down to how the oversized bladed hand compares to a standard katar statwise.
Quote:
Originally Posted by Carlos
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).
|
I know there's a Dual Enhancement for melee Innate Attacks; I think it works for Strikers as well, and that would get you to the point of only needing to buy it twice to cover both punches and kicks. But, yeah, I typically prefer to have Natural Weapons replace the Striker Advantage (as well as Claws, Teeth, and melee Innate Attacks).
Quote:
Originally Posted by Carlos
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.
|
Cannot Parry means you cannot use your Natural Weapon to Parry, but you should still be able to do unarmed Parries just fine - and with Karate, your unarmed Parries are just as good as armed ones. And you also get an additional side benefit - even with Cannot Parry, strikes with your Natural Weapon count as armed strikes, so unarmed foes relying on Brawling (and I think Boxing, Sumo Wrestling, and Wrestling) are going to be at -3 to Parry your "unarmed" attacks (as they're swing-based) and armed foes don't get a free Aggressive Parry against your hand (although TbaM should already give that benefit; I know TKD suggested doing so before, but I don't know if that ever made it into an official book).