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Old 05-31-2023, 09:28 AM   #26
Varyon
 
Join Date: Jun 2013
Default Re: we want more denizens!!!

Quote:
Originally Posted by Carlos View Post
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 View Post
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 View Post
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).
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