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Anakin Lieutenant Commander
Joined: 27 Feb 2011 Posts: 129 Location: Sweden
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Posted: Wed Mar 02, 2011 5:43 am Post subject: |
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crmcneill wrote: | Anakin wrote: | That's the way I use them. Everyone has a base skill in Brawling, but Martial arts are Advanced brawling. |
What skills do you allow Martial Arts to cover? |
Different from artform to artform. That's why I give them different prices.
Mostly though, I let them cover one or several of Dodge, Brawling, Brawling parry, Melee, Melee parry.
But I don't use the Parry skills normally. Characters with the Brawling or Melee skill, can use them for attack and defense, but may opt to specialize in "defensive" or "offensive". _________________ If you fall seven times, get up eight times. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Mar 02, 2011 11:40 am Post subject: |
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garhkal wrote: | If you make it cover more skills (so is effectively cheeper to raise 1 (A) than all the rest), then IMO it is taking away a BIG part of why (A) skills cost.. |
You are correct, but the flip side is that, if you are using one skill in the place of other physical skills, that is part of the incentive to take on the (A) skill in the first place. If the prerequisite for the (A) skill is Brawling 5D, Brawling Parry 5D, Dodge 5D, Melee Combat 5D and Melee Parry 5D it's not like you're giving the skill away. All the non-combat (A) skills allow you to do things that character's wouldn't normally be able to do, like design and build a skyscraper or perform major surgery, but these are mostly unopposed dice rolls. In the case of an (A) skill used for physical combat, where the dice roll is paramount, there needs to be some incentive for purchasing a skill that you have to pay double CP to advance in. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Wed Mar 02, 2011 12:18 pm Post subject: |
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crmcneill wrote: | garhkal wrote: | If you make it cover more skills (so is effectively cheeper to raise 1 (A) than all the rest), then IMO it is taking away a BIG part of why (A) skills cost.. |
You are correct, but the flip side is that, if you are using one skill in the place of other physical skills, that is part of the incentive to take on the (A) skill in the first place. If the prerequisite for the (A) skill is Brawling 5D, Brawling Parry 5D, Dodge 5D, Melee Combat 5D and Melee Parry 5D it's not like you're giving the skill away. All the non-combat (A) skills allow you to do things that character's wouldn't normally be able to do, like design and build a skyscraper or perform major surgery, but these are mostly unopposed dice rolls. In the case of an (A) skill used for physical combat, where the dice roll is paramount, there needs to be some incentive for purchasing a skill that you have to pay double CP to advance in. |
The incentive is that you get to do things no one else can do. Flying spin-kicks, blind-fighting, nerve-punches, etc. are all ONLY available via the Martial Arts (A) skill. Also, don't forget that you can add your Martial Arts (A) skill dice to your prerequisite skills (Brawling and Brawling Parry) when performing more mundane actions (basic punches, kicks, blocks, etc.)
I have also heard of GMs allowing PCs to add their Martial Arts (A) dice to their damage rolls in place of adding to their attack rolls. Which makes sense. If you have the advanced training of Martial Arts you should be better able to hurt people with your more basic attacks because of the extra training.
The equivalent advanced skill for Melee Combat and Melee Parry is probably Fencing (A). _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 02, 2011 8:16 pm Post subject: |
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Or dualing (A)...
But i see where C is coming from, and in part agree. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Mar 02, 2011 8:44 pm Post subject: |
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garhkal wrote: | Or dualing (A)... | You mean two sword fighting? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Mar 02, 2011 9:01 pm Post subject: |
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DUELING... sorry keep getting the spelling of those 2 mixed up. _________________ Confucious sayeth, don't wash cat while drunk! |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Thu Mar 03, 2011 10:46 am Post subject: |
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garhkal wrote: | Or dualing (A)...
But i see where C is coming from, and in part agree. |
Yeah, Advanced skills/manuevers really require some serious playtesting. I've got a couple of additional ideas around Martial Arts as an advanced skill, but I'd hardly call them recommendations at this point. They're mostly in the experimental stages. _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Mar 03, 2011 12:41 pm Post subject: |
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Rerun941 wrote: | Yeah, Advanced skills/manuevers really require some serious playtesting. I've got a couple of additional ideas around Martial Arts as an advanced skill, but I'd hardly call them recommendations at this point. They're mostly in the experimental stages. |
Agreed. I've come up with a lot of ideas that I liked over the years, but never anything that truly "fit" the way I wanted it to. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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