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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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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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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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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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