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Anyone doing a martial arts supplement?

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  #11 (permalink)  
Old April 14th, 2008
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I thought that super powers didn't work well with other power systems?

So how would you run a fantasy campaign with martial arts and mystic monks (spell casters)?
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Old April 15th, 2008
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After I get the new BRP and read it, I will revise and post my "BRP Martial Arts" rules, which are basically an adaptation of GURPS Martial Arts.

They are very simple (largely avoids the bloat/crunch) and yes, handle various martial arts styles in a manner similar to RQ cults (i.e. there are certain skills taught under each style).
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Old April 15th, 2008
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Sounds good!

SGL.
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Old April 15th, 2008
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Quote:
Originally Posted by Tywyll View Post
I thought that super powers didn't work well with other power systems?

So how would you run a fantasy campaign with martial arts and mystic monks (spell casters)?
I would simply limit the number of super powers available, offer a smaller point pool for super powers, and call "super powers" mystic martial arts abilities.
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Old April 15th, 2008
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Quote:
Originally Posted by Jason Durall View Post
I would simply limit the number of super powers available, offer a smaller point pool for super powers, and call "super powers" mystic martial arts abilities.
This is pretty much what I've done with my campaign - I have a couple of monk-type professions who are able to develop "super-human" abilities (martial and otherwise) as they get more powerful. So, for example, the Tiridat Monks of the Tung Mai have "Body Mastery" powers, which are a short-list from the psychic and super powers lists (such as Danger Sense, Defense, Eidetic Memory, Mind Shield, Super Movement, Unarmed Combat, etc). They use their permanent POW to buy these abilities during play. I haven't playtested it thoroughly yet - I can see a particular bottle-neck around the Unarmed Combat super power, which is POW-expensive, but otherwise things look pretty balanced.

I think as long as you don't allow absolutely *all* super powers to be available in all situations, they can blend in fine with the other power types.

Cheers,

Sarah
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Old April 15th, 2008
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So, for example, the Tiridat Monks of the Tung Mai have "Body Mastery" powers, which are a short-list from the psychic and super powers lists (such as Danger Sense, Defense, Eidetic Memory, Mind Shield, Super Movement, Unarmed Combat, etc). They use their permanent POW to buy these abilities during play.
I have found this kind of thing is great for making new cults/societies/disciplines in the new BRP. They work similar to feats or heroic abilities in other games only seem much more elegant and natural, particularly if they are cult or philosophy specific.
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Old April 22nd, 2008
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Doesn't it also depend on what kind of campaign you're running? Think "The Bourne Identity" films versus "Crouching Tiger, Hidden Dragon." What a world of difference!

After all, if you're running a more gritty, realistic game, your martial arts skill would probably translate to what is given in the book except to say that certain martial arts have limitations (Brazilian jiu-jitsu would not have any strikes, Boxing wouldn't have much in the way of grappling beyond the clinch, etc.). A more cinematic/legendary approach would use super powers. I think a Wuxia campaign setting could flesh that out nicely, but those are powers you wouldn't want to bring into a lower power setting.
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Old April 22nd, 2008
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Quote:
Originally Posted by FunGuyFromYuggoth View Post
Doesn't it also depend on what kind of campaign you're running? Think "The Bourne Identity" films versus "Crouching Tiger, Hidden Dragon." What a world of difference!

After all, if you're running a more gritty, realistic game, your martial arts skill would probably translate to what is given in the book except to say that certain martial arts have limitations (Brazilian jiu-jitsu would not have any strikes, Boxing wouldn't have much in the way of grappling beyond the clinch, etc.). A more cinematic/legendary approach would use super powers. I think a Wuxia campaign setting could flesh that out nicely, but those are powers you wouldn't want to bring into a lower power setting.
I was hoping someone was making a martial arts rule set that ranged from very gritty to wuxia, as I love them both.
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Old April 22nd, 2008
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Quote:
Originally Posted by Aycorn View Post
After I get the new BRP and read it, I will revise and post my "BRP Martial Arts" rules, which are basically an adaptation of GURPS Martial Arts.

They are very simple (largely avoids the bloat/crunch) and yes, handle various martial arts styles in a manner similar to RQ cults (i.e. there are certain skills taught under each style).
That sounds awesome. I can't wait to read it.
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  #20 (permalink)  
Old April 22nd, 2008
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Quote:
Originally Posted by Jason Durall View Post
I would simply limit the number of super powers available, offer a smaller point pool for super powers, and call "super powers" mystic martial arts abilities.
I'm certainly ok with this style, in theory. My main question/concern is how many points of 'super martial arts' would be fair alongside someone who practiced the traditional magic system?
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