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#11 | |
Join Date: Nov 2006
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#12 | |
Join Date: Jun 2005
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So, techniques are important for when you want to do a Move and Attack, use Close Quarters Battle to reduce the movement penalties, and use Quick-Shooting and Fast-Firing, to get off 4 shots at 2 different targets faces (Targeted Attack Guns(Pistol)/Face, natch), in one second, while keeping a good 14 skill level to ensure you've got good odds of success. Very helpful!
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#13 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Guys, the OP here is obviously a newbie (to Martial Arts, at least). So I think it would be more useful to give him general advice than trying to cover every extreme possibility which involves complex combinations of techniques.
Yes, there are certain combinations and situations where it is not foolish to buy 4+ techniques for a skill. But, as a general rule, you should only buy one or two techniques per skill -- and never four or more, unless you have a really good reason to do so.
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#14 |
Join Date: Oct 2007
Location: Vermont
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The style system makes a lot more sense if the GM is limiting access to techniques. If anyone can improve any technique for any skill they have, Style Familiarity still allows them to take more Style Perks, but it's a lot less valuable.
If you are playing with styles, the ability to improve techniques becomes a great asset: If you do have such a Familiarity, than you can (IIRC) improve those techniques in play without the need for justification (if he's got the points.) If, for instance, the PC in question has Style Familiarity in Jeet Kune Do, 10 or more points in Jeet Kune Do skills and techniques, he can buy Technique Adaptation (Feint). If later in play he learns how to fight with a two-handed sword, his extensive study in how to feint will allow him to spend CPs earned in the course of the adventure to buy the Feint technique for Two-Handed Sword, even though it's not in his style. I hope this helps.
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martial arts, style |
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