09-06-2021, 01:44 PM | #1 |
Join Date: Aug 2021
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Please explain to me Martial Arts styles' optional traits
Hello,
I am enjoying Martial Arts but I have a doubt about styles and the optional traits. I understand that skills are depending on "setting" if they are requested or not, but about advantages and disadvantages, how do they work? Do characters taking the styles automatically and for free taking those advantages and disadvantages, or are something to eventually add as of the skills, increasing the cost of the overall style? In case the advantages are something that come for free learning the style, isn't it a huge advantage in term of points spending? |
09-06-2021, 01:57 PM | #2 |
Join Date: Jul 2008
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Re: Please explain to me Martial Arts styles' optional traits
Nothing is ever, ever 'for free'.
Those are just suggested traits a practitioner of the style might have. That's all. Maybe if you need a justification for someone adding those traits, practicing a style for which they are mentioned could be such a justification.
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09-06-2021, 05:36 PM | #3 |
Join Date: May 2007
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Re: Please explain to me Martial Arts styles' optional traits
If your GM insists on an in-universe justification for specific training before you spend your points, the optional traits can help provide guidance as to what's available.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
09-07-2021, 12:24 PM | #4 |
Join Date: Aug 2021
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Re: Please explain to me Martial Arts styles' optional traits
Thanks.
I was just overcomplicating myself xD So one pays for the familiarity and needed skills, the optional traits for the campaign and gains the techniques? Last edited by Hrafnagudh; 09-07-2021 at 02:56 PM. |
09-07-2021, 05:44 PM | #5 |
Join Date: Dec 2012
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Re: Please explain to me Martial Arts styles' optional traits
You don't need to buy the optional traits, that's why they're optional (though yes, some campaigns do make some optional traits Required or Recommended). You buy the required skills and get the techniques that default from them at default level (and should probably buy up one or more of the techniques that you're going to use a lot, especially if it has a high penalty). You decide for yourself whether to get the optional ones, as long as they haven't been switched to required.
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09-07-2021, 08:59 PM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Please explain to me Martial Arts styles' optional traits
Quote:
You can efficiently buy one Hard technique, or one Hard and one Average, or three Average. Raising one Hard technique gives you a distinctive specialization as a character, which seems about right.
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09-07-2021, 10:37 PM | #7 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Please explain to me Martial Arts styles' optional traits
Anyone can use any technique. Techniques in a martial art style are the ones that style teaches and so can be legitimately bought up. You still have to pay the points. The only things you get from the points you pay for the martial art style are: a) one point in each of the skills taught by the martial art style (I'm too lazy to look up if the 3E version's idea that you could take points out of one skill and apply them to other skills or techniques carried over, but I don't think it did), and b) the style perk for that martial art style. You can then pay more points for more skill, to increase technique defaults, to get optional traits, or whatever.
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09-08-2021, 04:46 AM | #8 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Please explain to me Martial Arts styles' optional traits
Quote:
The "cost" of a style is just a shorthand for a point for Style Familiarity, plus a point in each of the style's skills. When you have bought all of those things, you have the style. Of course, you'll probably want to spend more points on some of the skills, maybe buy up a technique or two and consider buying some of the optional traits. Just as it's perfectly possible in GURPS to be a magician with no combat magic, it's equally possible to be a martial artist who isn't much good at serious fighting. It's part of being generic and universal.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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09-08-2021, 09:06 AM | #9 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Please explain to me Martial Arts styles' optional traits
On a role-playing/world-building front, Optional Traits are also a nice way to make different "schools" (use appropriate term for given style) within a style.
Both Master John and Master Jane might teach the same style at their respective schools, but the students of the two schools will learn slightly different techniques or put more emphasis on certain things over the other. For example, Master Jane's school might not care much about the ancient traditions of her style and focus much more about self-defense and full-contact sparing giving most of her students the "Optional" advantages of Combat Reflexes and High Pain Threshold, while Master John may be much more traditional and insist that all of his students learn the "Optional" Language, Meditation skill and Philosophy skill. The GM can accentuate the differences between schools of the same style by sliding different optional traits from the style's list of optional traits into their curriculum (effectively making them required for that school, but not necessarily for the style writ-large) |
09-08-2021, 10:40 AM | #10 | |
Join Date: Aug 2004
Location: U.K.
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Re: Please explain to me Martial Arts styles' optional traits
Quote:
Say you are a Jujutsu stylist with DX 12 and Judo at 12, which cost you 4 points. That gives you Disarming (Judo)-12, Low Fighting-10. You want to add +2 to both techniques. You could get that by raising Judo to 14, but that would cost you 8 points; alternatively, you could buy up the techniques individually, for 3 points each, total 6 points. It gets even better if you want to raise the techniques further above default... Optimising this stuff gets fiddly (to the point of being the sort of thing that gets GURPS a bad name for number-crunching), and the best rule of thumb remains "only buy up one technique per skill", but you can't assume that someone who's bought up several techniques has made a mistake.
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