05-30-2011, 02:11 PM | #11 |
Join Date: Feb 2011
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Re: Martial Arts, really confused.
Hello Hohenstadt! Its nice to see that there are other new and confused GURPS players and it's not just me. I don't know if it will help you, but I had a really good thread discussing a martial arts character that I designed (with a LOT of help from people in the thread).
http://forums.sjgames.com/showthread.php?t=77096 I also have a text version of my character sheet available for your viewing. We started at 150CP but we're now up to around 180CP. In my character sheet, I try and explain how each advantage and skill that I took work, which resource book/page they appear on, and how they relate to each other. Not sure if you'll find it useful, but I'll put it out here anyway. https://www.dropbox.com/s/j7o3flt0ae...gurps_char.txt I've found this community to be super informative and helpful. I'm sure you'll get all your questions answered. Remember, (as martial artists) we're all it this together. I'm pullin' for ya. |
05-30-2011, 02:26 PM | #12 | |
Join Date: Apr 2009
Location: South Shore-ish, MA
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Re: Martial Arts, really confused.
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Mostly because it's a "GURPS thing". A large number of other RPG's tend to come out with supplements/expansions, etc. that "break" the previous rules/mechanics, so that you can do something you couldn't previously do. GURPS tends to come out with materials that "refine" the Basic Set. They allow you to say, handle Fast Draw contests between multiple players with Fast Draw. They will not, generally, "break" existing information. One excellent example would be how GURPS:Low Tech handled Melee Weapons weights, which were widely accepted to be too high in the Basic Set. They did NOT come out with a list of new, "corrected" weapons weights that contradict the Basic Set, they basically said "Oh, the weight in Basic is including the scabbard, here's how to figure what the weapon itself weighs". (Please note that I consider this to be simply ingenious, and love it) So, the big thing to remember in GURPS is that you will never get something for nothing, and that the basic "generic-ness" of GURPS will always be there under the hood. |
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05-30-2011, 03:32 PM | #13 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Martial Arts, really confused.
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If you have some players to hand and can manage the time I would strongly recommend running a number of 1 on 1 mock combats...(don't even really need to do complex charater builds...just pick the basic stats and resonable weapons/equipment levels...shoot for a rough equivalency...then start experimenting with the inequalities!!) First with just the basic combat rules... Then with the Advanced Combat rules from Basic... Then with the Martial Arts rules layered in... Then with the Magic Rules layered in... Then small group combats... But there are a lot of rules to take all at once and seeing how the rules work on a combat map with dice can help lock things in the mind...and give a better appriciation of the next layer's likely effects... Good Luck!!
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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05-30-2011, 04:02 PM | #14 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Martial Arts, really confused.
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Having said that, I think they're totally useful for those new to GURPS, so I'm going to do it anyway. :) Welcome to the game Hohenstadt!
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How to Be a GURPS GM, author Game Geekery, Blog (GURPS combat examples, fillable PDF sheets, rules summaries, campaigns and one-shots, beginners' intro) GURPS Discord, unofficial hangout and real-time chat |
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05-30-2011, 05:18 PM | #15 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Martial Arts, really confused.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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05-30-2011, 09:09 PM | #16 |
Join Date: May 2011
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Re: Martial Arts, really confused.
Thanks all. Not so confused now. One general question that came up during my readings and PC making with MA skills.
As I understand it, unless otherwise stated, any skill and/or technique may be attempted at the default level listed. Ensuring that any and all pre-requisites are met as well. Is this correct? |
05-30-2011, 09:35 PM | #17 | |
Join Date: Jan 2010
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Re: Martial Arts, really confused.
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05-31-2011, 12:37 AM | #18 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Martial Arts, really confused.
And this is an important fact to remember. It's not really worth your points to buy more than a few techniques per skill (If you have a Karate of 15, and you buy +1 Elbow Strike, +1 "Punch to the face," +1 Kick, +1 Exotic Hand Strike and +1 Feint, you've spend 5 points on improving 5 techniques +1, when 4 points would have improved the underlying Karate skill by +1, and thus all associated techniques), so most characters will use their chosen techniques at default. And that's ok.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
05-31-2011, 05:32 AM | #19 |
Join Date: Jun 2006
Location: Spain —Europe
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Re: Martial Arts, really confused.
They are, so please keep pointing to them.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
Tags |
help me out here, martial arts, new gm, new guy |
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