06-03-2021, 09:55 AM | #11 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Opinions on cinematic martial arts skills?
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As it is, the various martial arts skills are very costly, the average wuxia fight run purely off these skills would be over in seconds as everyone starts hitting zero FP. Having the controlling attributes spread out doesn't bother me, but the choices seem very random. My guess is these were very setting specific and don't translate well into generic kit. Personally I love the Fifth Attribute (Pyramid #3/120) and would use Quintessence as the base for all these martial arts skills. A quick off-the-cuff Flying Leap build that I have not tried to optimize: Flying Leap 18 +9 per level Skill: Flying Leap (Will/H) You can jump twice as far as normal at no cost. For a cost of 1 FP you can double this again. Each extra level doubles both of these values. Statistics: Super Jump 1 (Chi -10%)[9] plus Super Jump 1 (Costs 1 FP, -5%; Chi -10%) [9] Technique: Direction Change Default: Flying Leap -2, cannot exceed Flying Leap. You can change your direction, but not total jump distance, mid-air. Each direction change after the first requires another roll at an additional -1. Failure sends you wildly off course at the GMs discretion.
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GURPS Fanzine The Path of Cunning is worth a read. Last edited by Tyneras; 06-03-2021 at 09:59 AM. |
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06-03-2021, 10:12 AM | #12 | |
Join Date: Aug 2007
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Re: Opinions on cinematic martial arts skills?
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It can also add ambiguity. I find I have to read the parenthetical notations to see how the power is actually suupposed to work. Incidentally, I think you may have used the 1/minute version of Costs FP when you intended the 1/use version. That might be -10% instead of -5%.
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Fred Brackin |
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06-03-2021, 10:33 AM | #13 | |
Join Date: Jun 2013
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Re: Opinions on cinematic martial arts skills?
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Super Jump 1 (Chi -10%; Requires Flying Leap Roll -10%) [8] + Super Jump 1 (Costs Fatigue 1/use -10%; Chi -10%; Requires Flying Leap Roll -10%) [7], for an initial cost of [15] and [+8] for each additional level. As Fred also noted, of course, most characters these "skills" seem to be trying to emulate would be more accurately represented as simply having the Advantage, no rolling or expenditure of FP required - even when ability use technically does have a chance for failure and consume energy/mana/chakra/whatever, it's usually reliable enough and consumes such a small amount of the character's reserves you'd end up better off* representing them more accurately with reliable, unlimited-use Advantages and a Quirk-level Delusion: "My powers are difficult to use and drain my energy". *It's technically more accurate to give the character a massive ER and have their powers deplete it, but given how little of a reduction Costs FP/ER is and just how much those characters tend to use their "energy-expending" abilities, you'd end up spending more points than you would just leaving Costs FP/ER off of the build in the first place.
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GURPS Overhaul |
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06-03-2021, 10:48 AM | #14 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Opinions on cinematic martial arts skills?
I agree that most of the time wuxia martial artists are just superheroes by another name. Skill is generally a non-factor until two such fighters are in a direct contest. But that's true of a lot of media, skills work 100% of the time until two people with the same skill duke it out. Unless its specifically a story about a student or apprentice or such that can't do things reliably.
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GURPS Fanzine The Path of Cunning is worth a read. |
06-03-2021, 11:05 AM | #15 | |||
Join Date: May 2010
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Re: Opinions on cinematic martial arts skills?
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06-03-2021, 12:04 PM | #16 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Opinions on cinematic martial arts skills?
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GURPS Fanzine The Path of Cunning is worth a read. |
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06-03-2021, 12:12 PM | #17 |
Join Date: Sep 2018
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Re: Opinions on cinematic martial arts skills?
I don't think we've ever used Power Blow or Breaking Blow just because the -10 makes them effectively pointless except in very extreme contexts. The CP investment to make those skills work would work so much more effectively buying an innate melee attack. We have had characters us Pressure Secrets and Pressure Points to great effect.
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06-03-2021, 12:18 PM | #18 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Opinions on cinematic martial arts skills?
I have a character in my archive who used Power Blow effectively, because he had it at Will+4, making skill 24. He is a 918 point character, one of the Infinite Cabal PCs. I'd have required a good justification for an Innate Attack, but I find the esoteric martial arts skills quite acceptable.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
06-03-2021, 01:13 PM | #19 | |
Join Date: May 2010
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Re: Opinions on cinematic martial arts skills?
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06-03-2021, 09:00 PM | #20 |
Join Date: May 2010
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Re: Opinions on cinematic martial arts skills?
This thread has me thinking: what is the best way to represent "wire-fu" abilities? Part of me is tempted to go with Flight (Gliding), which could get quite cheap when combined with other limitations. Adding the Slow limitation from Psionic Powers is tempting but I'm unclear on how it would interact with Gliding.
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martial arts, power blow |
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