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#11 |
Join Date: Nov 2009
Location: GMT-5
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You could just add a couple skills like Dancing and Acrobatics and make it 5CP per level like High Manual Dex.
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#12 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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And in my experience, it's realistic. I have a friend with CRAZY flexible wrists. There's one move we call a "goose-neck" which is a wrist lock where you basically hyperextend the tendons on top of the wrist by forcing it to the forearm. It works...brutally...on everyone I've ever done this on but her. Likewise, attempts to escape from holds and ground positions are MUCH easier if you're flexible. Having one location be at this bonus would make a fun Perk. Having all of them makes Flexible be primarily a combat-focused advantage, with ancillary benefits in climbing, erotic art, and mechanic.
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Gaming Ballistic, LLC |
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#13 |
Join Date: Nov 2009
Location: GMT-5
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I'm not underestimating the value of escaping grapples. On the contrary, I'm saying the advantage is too cheap. Isn't that what the thread's about?
I would keep the effect on grapples but reduce it to +1 per level. And I would add a couple more skills. Does anyone see a balance issue with that? |
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Tags |
climbing, flexibility |
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