05-30-2023, 03:58 PM | #51 | ||
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: we want more denizens!!!
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That said, while that works pretty well, not every one wants to play a Diablo II Assassin-like Martial Artist. As someone who grew up playing fighting games, I love the idea of a Martial Artist/Monk crushing his enemies with the power of his punches and kicks. But in GURPS terms, Thrust is a terrible way to deal damage. Swing damage is the way. When the Unarmed Master advantage was presented at Pyramid Magazine #3/61, I was excited by its name. And then I was disappointed when I saw it was nothing more than just a package of 4 Strikers that stacks with Strikers. Fortunately, just 4 issues later (Pyramid Magazine #3/65), a fellow countryman presented the solution: Natural Weapons. In the article, there is a modification that allows the Natural Weapon advantage to deal Swing damage. That is the answer to make unarmed Martial Artist specialists to shine in combat. I just hope to see this solution printed in a Dungeon Fantasy Denizens: Martial Artists book, so it becomes an official power-up. Quote:
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05-31-2023, 07:13 AM | #52 | |
Join Date: Jun 2013
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Re: we want more denizens!!!
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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. As a Power Up, I could see each being available as a leveled trait, probably with flavorful names. 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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05-31-2023, 07:48 AM | #53 | |||
Join Date: Oct 2008
Location: Campos dos Goytacazes - RJ - Brazil
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Re: we want more denizens!!!
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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:
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:
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05-31-2023, 09:28 AM | #54 | ||
Join Date: Jun 2013
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Re: we want more denizens!!!
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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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