Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-08-2021, 10:58 AM   #11
RyanW
 
RyanW's Avatar
 
Join Date: Sep 2004
Location: Southeast NC
Default Re: Please explain to me Martial Arts styles' optional traits

Quote:
Originally Posted by Phil Masters View Post
It's a little more complex than that. (a) It's never worth buying up any techniques before you have at least 2 points in the underlying skill, and usually 4. (b) It may be worth buying two or even three Hard techniques if you want to raise them by more than +1 and the underlying skill already has four or more points invested in it.
Techniques that buy off potentially stacking penalties also alter the math. If you want to specialize in close combat counterattacks while sitting...
__________________
RyanW
- Actually one normal sized guy in three tiny trenchcoats.
RyanW is offline   Reply With Quote
Old 09-08-2021, 10:36 PM   #12
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Please explain to me Martial Arts styles' optional traits

Quote:
Originally Posted by whswhs View Post
Note that most techniques are Hard, and it costs 2 points to buy the first +1. So raising two of them costs 4 points. But for 4 points you could get +1 to the underlying skill and thus to ALL the techniques that default from it.

You can efficiently buy one Hard technique, or one Hard and one Average, or three Average. Raising one Hard technique gives you a distinctive specialization as a character, which seems about right.
You can efficiently raise two or three Hard techniques as long as you raise them both by at least +2 and you use them almost every time you use the skill. Also, if one of the techniques is harder than the other(s) raising it until it matches the penalties of the rest and then switching to raising the overall skill can be efficient even though you have 'too many' techniques.

To me techniques are clearly intended to be for that one (or maybe two) thing(s) that a character does with a skill that stands out from their overall level of skill. Thus they shouldn't be cheap enough that a character can (and should) have many of them for each skill. Aside from anything else, that encourages enormously fiddly character builds.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."

Last edited by Rupert; 09-08-2021 at 10:40 PM.
Rupert is offline   Reply With Quote
Reply

Tags
martial arts, styles

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:08 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.