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 > GURPS

Reply
 
Thread Tools Display Modes
Old 06-04-2021, 01:10 PM   #31
johndallman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by Michael Thayne View Post
I think this points to another if not problematic at least odd feature of esoteric skills, that they can be really powerful in high-powered games, and in those contexts seem to favor Renaissance Man type builds (referring to the template in Supers) with both high DX and high IQ.
I don't see a serious problem with characters who've bought both DX and IQ having a few ways to make use of them in combination. There are plenty of ways to use very high IQ or very high DX alone.
johndallman is offline   Reply With Quote
Old 06-04-2021, 01:12 PM   #32
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: Opinions on cinematic martial arts skills?

It occurs to me that if you add a few abilities, the system in GURPS Thaumatology: Chinese Elemental Powers becomes a pretty good substitute for cinematic skills. My suggested additions:
  • Fire: Flight (Lighter Than Air, -10%; PM, -10%; Requires Surface, -20%; Slow, Air Move equals Basic Move, -25%) [14] or Walk on Air (Lighter Than Air, -10%; PM, -10%; Requires Surface, -20%) (Fire) [12] (both essentially different interpretations of Lighten body)
  • Earth: Metabolism Control (PM, -10%) [5] (here because the original book associates Body Control with Earth)
  • Metal: Mind Shield (Active, -25%; PM, -10%) [3] (call it "Iron Mind")
  • Water: Vibration Sense (PM, -10%; Universal, +50%) [14] (call it "Sensing Ripples")
Invisibility Art still has no equivalent, but a lot of cinematic feats covered by it are arguably just the Disappearing technique from Action 3. Sensitivity and Zen Archery are also missing, but those can mostly be handled by high skill or anything that grants a bonus to attack / defense rolls.

Last edited by Michael Thayne; 06-04-2021 at 05:45 PM.
Michael Thayne is offline   Reply With Quote
Old 06-04-2021, 04:07 PM   #33
Pursuivant
 
Join Date: Apr 2005
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by Michael Thayne View Post
There's been a lot of debate over GURPS Magic, with complaints that it seems to have never really been "4e-ified" the way say the psionics system has. But somewhat surprisingly, I've never seen similar arguments about cinematic martial arts skills
I think that this is because cinematic martial arts characters are rarer than mages.

Also, arguably, Cinematic Martial Arts skills were adapted to 4E by dropping a whole bunch of really abusive esoteric skills from GURPS 3E (Mountain Heart, anyone?)
Pursuivant is offline   Reply With Quote
Old 06-04-2021, 05:53 PM   #34
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: Opinions on cinematic martial arts skills?

Whoops, when I wrote my previous post, I had missed that we already had a "Chinese Elemental" equivalent of Push, called Avalanche. Not sure why it's part of Earth, when the same book says it's Chinese Water Talent that grants access to Push. Deleted it.

Incidentally, to be more in line with the other abilities in the book, I should maybe make the Metabolism Control and Mind Shield-based abilities based on 2 levels of the respective advantages. That way, Extra Effort can grant +1 per -10 to the roll.
Michael Thayne is offline   Reply With Quote
Old 06-10-2021, 01:42 AM   #35
lugaid
 
lugaid's Avatar
 
Join Date: Aug 2004
Location: Seattle, WA USA
Default Re: Opinions on cinematic martial arts skills?

Related to some of the discussion in this thread, I once tried to build a super who combined Super Jump and Walk On Air, and quickly learned that it is simply an expensive way to build Flight, which given the chance of falling off of Air when Walking On it, seems a little off.
lugaid is offline   Reply With Quote
Old 06-10-2021, 10:52 AM   #36
Fred Brackin
 
Join Date: Aug 2007
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by lugaid View Post
Related to some of the discussion in this thread, I once tried to build a super who combined Super Jump and Walk On Air, and quickly learned that it is simply an expensive way to build Flight, .
<silly grin> ou didn't try and build it high enough. With Super Jump costing half as much as Super Flight Super Jump rapidly outstrips the Flight version.:)

Just another example of the not-balanced nature of eith Flying Leap or Super Jump depending on your perspective.

Also an example of why I am not terribly interested in Magic-as-Powers. I know too many places where Powers breaks.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 06-10-2021, 10:52 AM   #37
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by Michael Thayne View Post
Who's had good experiences playing with these skills, either as a play or GM?
We used a number of custom techniques; one to buy off the penalty for removing the fatigue cost (an idea stolen from Imbuements), another to buy off the penalty for rapid usage, and others to reduce various even more specific penalties. We also permitted armed variants, the ability to stack higher multipliers on relevant skills and the no nuisance perk for non-combat uses.

It worked pretty well for that campaign. They were about as useful as the imbuements were.

It'd be a tie between the tool-, body- and sword-cultivator as to which one got the most bang for their points, the alchemist found theirs useful but not all that important, and both the tamer and the ghost-cultivator essentially only used theirs as travel powers.
Sunrunners_Fire is offline   Reply With Quote
Old 06-10-2021, 02:13 PM   #38
weby
 
weby's Avatar
 
Join Date: Oct 2008
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by Black Leviathan View Post
I don't think we've ever used Power Blow or Breaking Blow just because the -10 makes them effectively pointless except in very extreme contexts. The CP investment to make those skills work would work so much more effectively buying an innate melee attack. We have had characters us Pressure Secrets and Pressure Points to great effect.
That depends a lot on the point levels. The super tank at the end of the long fantasy campaign had several of the skills to very useful levels and used them often. But then again he was a 4000+ point character..
__________________
--
weby's gaming stuff: http://weby.roto.nu
weby is offline   Reply With Quote
Old 06-10-2021, 04:41 PM   #39
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Opinions on cinematic martial arts skills?

Quote:
Originally Posted by weby View Post
That depends a lot on the point levels. The super tank at the end of the long fantasy campaign had several of the skills to very useful levels and used them often. But then again he was a 4000+ point character..
The big problem with Power Blow is that striking ST isn't particularly appealing in games that permit innate attack, so things that boost striking ST also aren't all that appealing. The character that would have the best use for power blow is one that also has use for a lot of Will (now I'm considering an abusive build that takes advantage of all the stuff that uses Will).
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Reply

Tags
martial arts, power blow

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 05:47 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.