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  #21 (permalink)  
Old April 22nd, 2008
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Quote:
Originally Posted by Tywyll View Post
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?
That entirely depends on your view of wuxia and martial arts. If you're talking about a Storm Riders style world, a lot. If you're more in the Crouching Tiger, Hidden Dragon realm, not so many.
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  #22 (permalink)  
Old April 22nd, 2008
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The danger I see is mixing gritty to legendary styles, which may work well in a story, possibly even a movie, but in a game you end up in the same fix that the "Star Wars" roleplaying game (in its various forms) found itself in--while it's nice to be a roguish smuggler, your jedi friends could wipe the floor with you. A bit of a downer.
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  #23 (permalink)  
Old April 22nd, 2008
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I always thought Sandy Petersen Mysticism rules looked interesting for martial arts , but never tried them out. anyone ever try them and if so how did they work
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  #24 (permalink)  
Old April 22nd, 2008
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Originally Posted by TRose View Post
I always thought Sandy Petersen Mysticism rules looked interesting for martial arts , but never tried them out. anyone ever try them and if so how did they work
which rules set is that from?
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Old April 22nd, 2008
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Originally Posted by Tywyll View Post
which rules set is that from?
part of Sandy Petersens rue changes to RQ can be found at Steve marsh website here

Kralorelan Mysticism

Last edited by TRose; April 22nd, 2008 at 21:38.
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  #26 (permalink)  
Old April 30th, 2008
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I haven't tried them but they look interesting, the various animal-named martial arts styles seem quite oriental in flavour. A bit rules-heavy, though - extra-special effects defined for every skill that could be adopted! And some odd things in it - e.g. creating magic items costing skill%-points? Also it seems based on a single MA skill, rather than the BRP version which has specialisms per weapon (i.e. Martial Arts(Fist), Martial Arts(Sword), etc).

Anyway, I'm not convinced an MA supplement is necessary. The existing BRP rules can probably be interpreted to do the job.

Related question: BRP MA skill gives double damage dice when attacking (like an impale), but shouldn't there also be some sort of benefit when parrying?
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Old April 30th, 2008
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Originally Posted by frogspawner View Post

Related question: BRP MA skill gives double damage dice when attacking (like an impale), but shouldn't there also be some sort of benefit when parrying?
See, that's why we need a Martial Arts supplement...

Seriously though, yes, I think there should be MA advantages to:
Parry
Dodge
Grappling
Escape
Recovering from Knockdown
Resisting Knockdown
Disarming

et al.

All depending on the MA studied of course.
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  #28 (permalink)  
Old April 30th, 2008
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Originally Posted by Tywyll View Post
See, that's why we need a Martial Arts supplement...
I guess you're right, including that sort of rules-tweaking and campaign details like Sandy Petersen's Mysticism mentioned above by TRose - for those who want an oriental flavour, at least.

As for other MA advantages, I see no reason why there couldn't be Martial Arts style specialisms in any skill, not just combat skills.

Although they wouldn't be 'martial', so you'd probably want to call them something like "Ki" skills (as in the Land of Ninja book, I'm reliably informed ). If a normal skill-roll was under the MA/Ki(<anyskill>) percentage, it'd give that skill's Special effect (a bit like MA does for combat skills). For those wanting the more highly magical (wuxia?) style, maybe spending PP could give a Critical effect (or when you really need to guarantee that Special), like the Fate Points mechanism. Some GM's may even allow spending POW (or many PP?) to gain some magic-like "super-critical" effect. Details to follow, in the forthcoming Martial Arts Supplement, perhaps...
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