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Old 05-30-2011, 12:50 PM   #1
Hohenstadt
 
Join Date: May 2011
Default Re: Martial Arts, really confused.

Thanks all, you really have cleared it up for me. :)
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Old 05-30-2011, 03:11 PM   #2
RussellChamp
 
Join Date: Feb 2011
Default Re: Martial Arts, really confused.

Hello Hohenstadt! Its nice to see that there are other new and confused GURPS players and it's not just me. I don't know if it will help you, but I had a really good thread discussing a martial arts character that I designed (with a LOT of help from people in the thread).
http://forums.sjgames.com/showthread.php?t=77096
I also have a text version of my character sheet available for your viewing. We started at 150CP but we're now up to around 180CP. In my character sheet, I try and explain how each advantage and skill that I took work, which resource book/page they appear on, and how they relate to each other. Not sure if you'll find it useful, but I'll put it out here anyway.
https://www.dropbox.com/s/j7o3flt0ae...gurps_char.txt
I've found this community to be super informative and helpful. I'm sure you'll get all your questions answered.
Remember, (as martial artists) we're all it this together. I'm pullin' for ya.
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Old 05-30-2011, 12:53 PM   #3
malloyd
 
Join Date: Jun 2006
Default Re: Martial Arts, really confused.

Quote:
Originally Posted by Hohenstadt View Post
1st, why buy a style? What does it do for you? There's no extra damage or pluses to hit or increase in a stat or nothing. Can't you just buy the skills listed under a style outright?
Usually. GURPS packages seldom do give you much of an advantage over buying the pieces individually, they aren't *supposed* to, they're character creation conveniences, not advantages.

Quote:
What's the advantage of buying a style?

2nd, once you buy a style, do you get 1 cp per skill listed invested in that skill?
You get the Style Familiarity perk for that style (p.142) for 1 point, which gives you a tiny bonus to resist feints, some small social bonuses interacting with fellow stylists, counts as the necessary background to buy the (non-cinematic) components of the style, and may allow you to buy more of the style perks.

The cost listed at the top of the style also includes 1 point in each skill listed under Skills (not Cinematic or Optional skills though). You get them right away, at exactly the same level as you would buying 1 cp worth without the style, and yes, if you want them at a higher level you'll need to spend more points on them. You usually will want to, though some of them are just required flavor - parcticioners of La Verdadera Destreza aren't that likely to buy up their obsolete Mathematics (Pure)/TL2 skill.

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3rd, There's something about perks costing 10 instead of 20? If you take style. What Perks? All Perks? Or do I have this wrong too.
Perks always cost 1 point (supposedly, read the individual perk description for the occasional exceptional leveled perk). You may (but are not required to) buy one combat related perk per 20 points of combat related other stuff you have (GM's call what counts more or less). You may buy an additional one per 10 points you have in a style from the lists specific to that style. You do count the same stuff toward both caps. Not everybody thinks this is a good rule though, so ask the GM.
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Old 05-30-2011, 05:02 PM   #4
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Default Re: Martial Arts, really confused.

Quote:
Originally Posted by Hohenstadt View Post
Trying to learn GURPS, haven't played yet, thanks for your comments on this matter.
I sometimes worry about constantly pointing to these Combat Examples, as I imagine the frequent forum readers get sick of the broken record.

Having said that, I think they're totally useful for those new to GURPS, so I'm going to do it anyway. :)

Welcome to the game Hohenstadt!
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Old 05-30-2011, 06:18 PM   #5
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Default Re: Martial Arts, really confused.

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Originally Posted by mook View Post
I sometimes worry about constantly pointing to these Combat Examples, as I imagine the frequent forum readers get sick of the broken record.
Go!! Mook!! Go!!
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Old 05-30-2011, 10:09 PM   #6
Hohenstadt
 
Join Date: May 2011
Default Re: Martial Arts, really confused.

Thanks all. Not so confused now. One general question that came up during my readings and PC making with MA skills.

As I understand it, unless otherwise stated, any skill and/or technique may be attempted at the default level listed. Ensuring that any and all pre-requisites are met as well. Is this correct?
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Old 05-30-2011, 10:35 PM   #7
lexington
 
Join Date: Jan 2010
Default Re: Martial Arts, really confused.

Quote:
Originally Posted by Hohenstadt View Post
Thanks all. Not so confused now. One general question that came up during my readings and PC making with MA skills.

As I understand it, unless otherwise stated, any skill and/or technique may be attempted at the default level listed. Ensuring that any and all pre-requisites are met as well. Is this correct?
Yes, even cinematic techniques can be tried at default, only raising them above that is considered out of the ordinary.
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Old 05-31-2011, 01:37 AM   #8
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Default Re: Martial Arts, really confused.

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Originally Posted by lexington View Post
Yes, even cinematic techniques can be tried at default, only raising them above that is considered out of the ordinary.
And this is an important fact to remember. It's not really worth your points to buy more than a few techniques per skill (If you have a Karate of 15, and you buy +1 Elbow Strike, +1 "Punch to the face," +1 Kick, +1 Exotic Hand Strike and +1 Feint, you've spend 5 points on improving 5 techniques +1, when 4 points would have improved the underlying Karate skill by +1, and thus all associated techniques), so most characters will use their chosen techniques at default. And that's ok.
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Old 05-31-2011, 06:32 AM   #9
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Default Re: Martial Arts, really confused.

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Originally Posted by mook View Post
Having said that, I think they're totally useful for those new to GURPS, so I'm going to do it anyway. :)
They are, so please keep pointing to them.
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