07-02-2012, 12:14 AM | #21 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Hand-and-a-Half
Why not make it Broadsword, and add the perk Weapon Adaptation (use Bastard Sword or Longsword in two-handed grip with Broadsword skill)? The requirements for Weapon Adaptation are a default no greater than -4 and that the adapted weapon be gripped with the same number of hands as the primary weapon of the base skill, and since broadswords take both hands in a Defensive Grip, you can take this perk to use two-handed swords with Broadsword skill but not vice versa. This gets the effect you want with Two as One. Sheer Muscle seems fine, a straightforward renaming of Attribute Substitution.
GEF |
07-02-2012, 12:23 AM | #22 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: DF: Forgotten Realms Martial-Arts Styles
Thinking more about remise...it is some variant of Rapid Strike, clearly. So I would say start by declaring that you are making an attack which will put you in position to execute a remise. Not all conceivable attacks would do this, so you are setting it up in a way that takes skill, and you can't just whiff and claim a do-over, which would be the mechanic for luck. I'd call the stipulation of failing the first attack worse than that for Dual Attack as it absolutely prevents any possibility of landing two blows, so instead of your -3, which is what a cinematic fighter takes for a basic Rapid Strike, how about -2, but this penalty applies to BOTH the initial attack and the remise. An argument has been presented that you may also be able take advantage of an opening now that your foe has already committed to his parry; I'd call that Counterattack in conjunction with Remise. Will that do?
GEF |
07-02-2012, 02:07 PM | #23 | ||||
Join Date: Oct 2008
Location: Shangri-La
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Re: DF: Forgotten Realms Martial-Arts Styles
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vierasmarius also thought that the mechanics for Counterattack would be useful. If so, maybe it could be two techniques chained together: Remise (H) Fencing Skill-2; Cannot exceed base skill: Make a "Remise-elligible" All-Out or Committed Attack (i.e. take the technique penalty to your sword skill on the initial attack), and if you miss or the target defends, make an identical second attack at the same penalty. If (and only if) you've bought the technique up to full sword skill, you can elect to make a Remise on any failed All-Out or Committed Attack, as long as you didn't do anything that would prevent you making a Rapid Strike (e.g. Dual-Weapon Attack, already made a Rapid Strike, etc). Advanced Remise (H) Remise-5; Cannot exceed Remise: Same as Remise, but by taking the full penalty for Advanced Remise on your initial and follow-up attacks, you impose a penalty to the target's defenses as though you'd made a successful Counterattack, on the second attack only (which still only occurs if the first attack fails). Last edited by CousinX; 07-02-2012 at 02:12 PM. |
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07-02-2012, 03:25 PM | #24 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: DF: Forgotten Realms Martial-Arts Styles
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07-02-2012, 07:20 PM | #25 | |
Join Date: Oct 2008
Location: Shangri-La
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Re: DF: Forgotten Realms Martial-Arts Styles
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But what about the cinematic kickboxer who's studied kicking in all its aspects, to the point of neglecting hand strikes? He's mastered not only the routine Kicking technique, but several of the dozen-or-more special kicks -- even just Kicking, Jump Kick, Flying Jump Kick, and Spinning Kick, not an unreasonable line-up for a cinematic karateka. But unless he wants to literally waste points on all those Hard techniques, he has no choice but to raise his overall Karate skill, hand strikes and all. It's certainly not a game-breaker, nor even a fun-ruiner for me ... it just bugs me a bit, is all. |
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07-02-2012, 07:31 PM | #26 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: DF: Forgotten Realms Martial-Arts Styles
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The "punch" vs "kick" breakdown has been pretty universally given the nod as a nice way to alternatively do things. My pairing of 'grapple' and 'joint lock' is one way, but there are a few other ways to look at things, each of which have merit.
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07-02-2012, 07:38 PM | #27 |
Join Date: Aug 2004
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Re: DF: Forgotten Realms Martial-Arts Styles
Not FR, but surely a delver or three should master the art of fighting with Spear and Magic Helmet. Probably Bards of the Operatic sort. Love/Hate relationship with Rabbits optional. :)
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07-02-2012, 08:21 PM | #28 | ||
Join Date: Oct 2008
Location: Shangri-La
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Re: DF: Forgotten Realms Martial-Arts Styles
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Perks: Skill Adaptation (Singing Feint). Optional Twaits: Higher Purpose ("Get that wascally wabbit!"). |
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07-02-2012, 08:23 PM | #29 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: DF: Forgotten Realms Martial-Arts Styles
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There's no hard and fast reason to limit the bonus to half a dozen techniques, except that I like the differentiation. I do allow a Style Adaptation perk to relieve that restriction. GEF |
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07-02-2012, 08:34 PM | #30 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: DF: Forgotten Realms Martial-Arts Styles
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There just aren't enough level 2 imbuements, so I use limited versions of level 3, like Crippling Blow for Stunning only, Penetrating Strike which can at best shift the armor divisor one rung: trident to 1, bodkin to 3, most other weapons to 2. GEF *My campaign has a supernatural awareness skill, Per/VH, with prerequisites of either Blindfighting (for cinematic martial artists), or any supernatural advantage (for wizards and werewolves). It works like Detect (Supernatural) with some houserule modifiers (vampires detect other vampires readily, powerful high-point-value abilities can be more detectable). Supernatural Awareness helps you sense the kinds of things that you need Ghostly Weapon to hit. Last edited by Gef; 07-03-2012 at 11:02 AM. |
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dungeon fantasy, fantasy, forgotten realms, martial arts |
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