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 > Dungeon Fantasy Roleplaying Game

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-03-2019, 02:08 PM   #1
Join Date: Dec 2009
Location: Saint Paul, MN
Default Power Blow

I was recently helping a friend optimize his martial artist a bit. I was impressed with Power Blow. You need to dump enough points into it to get to at least every-other-turn (at -5), but that's doable on a starting budget. With even a moderate strength score, you can dish out some impressive damage. His ST 13 martial artist is kicking for 2d+11. That includes his boots, Karate, Unarmed Master, and Seven Secret Kicks (in addition to Power Blow 17). Once he invests nine points into Mantis Strike, he'll be at 3d+13.

Has anyone here played a martial artist for long enough to bump Power Blow over 21 to triple strength? It would cost a bloody fortune to get up high enough to swallow a -20 for an every-turn strike, but that would be pretty insane (in a good way).

I must admit that I thought MAs were a bit underpowered, but now that I've read through the abilities more carefully, it seems like they can stay competitive with the other melee types.
Dalin is offline   Reply With Quote

martial artist

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 03:00 AM.

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