10-27-2017, 01:23 PM | #11 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Some advice on how to play my martial artist more effectively?
Here's a by-the-book example of a weapons-based martial artist who ought to be able to contribute to her party's activities, especially melee combat and stealth, but also ranged combat and dealing with obstacles using athletics. The only liberties I took here were within the scope of the rules – namely, exercising the option to choose disadvantages (Adventurers, p. 56) for her Vow and exploiting the option to define armor/clothing (Adventurers, p. 109) for her ninja suit. All her bonuses (for gear, Mantis Strike, Weapon Bond, Weapon Master, etc.) are factored in.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-27-2017, 01:46 PM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Some advice on how to play my martial artist more effectively?
Be aware that my sample character is a fine example of "cheese":
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-27-2017, 02:25 PM | #13 |
Join Date: May 2008
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Re: Some advice on how to play my martial artist more effectively?
I dig it! Linked my players here for ideas.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
10-27-2017, 03:34 PM | #14 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Some advice on how to play my martial artist more effectively?
Quote:
OTOH, my complaints about tone may come from a disconnect of your definition of cheesy/munchkiny if this character is a fine example of cheese. You spent a lot! of points to increase damage and, surprise, you do good damage - a fraction more than a knight does, depending on DR, before he spends any of his 60 discretionary points, 12cr vs 8 cutting. At 2 DR they're doing about the same. One combined piece of SG might be a bit questionable, but I've allowed it in far less cinematic games than DF. Working around a disad by spending (less) points to mitigate (not ignore) it seems fine to me. Struggling and points for cash is a bit dodgy since I think Wealth should effect that but it doesn't so, fine. A Martial Artist can't help but step on the thief's stealth toes a bit - their minimum Light Walk is 17. Stealth 15. The Thief can get the same kind of benefit from gear (and frankly, is crazy if he doesn't). Synergy and efficiency of gear is cheesy? She counters the ill effects of an attack she originates with gear in exchange for -5 vision in combat (and when anticipating it) - I don't see that biting her in the butt on occasion. So I don't see why you should apologize for anything on this character sheet. She would be just fine in my non-DF campaign, let alone my DF one.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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10-27-2017, 03:44 PM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Some advice on how to play my martial artist more effectively?
Oh, I'd allow this character without a second thought! But people totally new to gaming might wonder how cool all those things are . . . and the Dungeon Fantasy Roleplaying Game is meant as an entry point into the hobby. So while we GURPS vets might see nothing amiss, I'd like to illustrate the extent to which judgment calls and strategic ability/gear selection are "just part of the game."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-27-2017, 04:04 PM | #16 |
Join Date: Aug 2004
Location: Phoenix, Arizona, USA, Earth, Sol, Milky Way, Infinity.
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Re: Some advice on how to play my martial artist more effectively?
While hoping not to inspire such high quality cheese, I'm adding this character to my pregen pool. Thank you
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10-27-2017, 04:48 PM | #17 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Some advice on how to play my martial artist more effectively?
(And if you want to go off-label and be even more cheesy, the GM might allow you to go whole hog on the "armed martial artist" shtick by trading Judo-16 [4] and Karate-16 [4] for, say, Enhanced Parry (Staff) [5], Brawling-16 [1], and Wrestling-16 [2]. That makes the already good bo parry especially sweet, and still keeps basic striking and grappling for emergencies.)
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-27-2017, 05:43 PM | #18 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Some advice on how to play my martial artist more effectively?
I think that I would ask you if you would rather not be playing a nonja at that point, and just let you be the real deal...
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10-27-2017, 06:11 PM | #19 |
Join Date: Aug 2012
Location: Northeast Kansas
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Re: Some advice on how to play my martial artist more effectively?
I just made a similar character with nunchaku. Typical MA weapons are so wonderfully cheap that I have balanced dwarven nunchaku for $180.
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10-27-2017, 08:10 PM | #20 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Some advice on how to play my martial artist more effectively?
In the DFRPG, "ninja" is just one possible way to interpret "martial artist."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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character, martial artist, martial arts |
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