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Indented quotes and martial arts
Sat, 2006-10-07 22:36 — tboneSorry! I goofed up my setup of word processor-style controls for visitors. It should be enabled for you now; still no quick "quote" command, but much more control over formatting. I used the "indent right" button (should be obvious in the controls) for quoting.
Well, I won't argue with you there; you know much more about ninjutsu than I do. But, er, isn't it something of a given that claims of "the one and only authentic" will be rife in a field like martial arts, with claims and counter-claims flying wildly? Who would be the one to determine that one school is "authentic" and others aren't?
But that's neither here nor there; if the school you quote is an active and respected one, it certainly does represent a body of learning that can be represented as a game style.
I will have to pick it up. Though I expect the maneuvers will be fully covered in the upcoming MA.
Re Esquive: From your description, it sounds like an improved Retreat, that's gained upon making a skill -3 roll. Sounds fine to me so far.
Re the comments on Slip, and post-Esquive positioning, I'll take your word that the moves could be better modeled as you say. It would be interesting if you posed that to the MA team on the SJG forums; it may be too late to change the book, but they may have meaningful comment.
If I'm understanding the intent correctly, COSH is designed to do just that. Create a skill or skills, with only one high-powered Parry ability. Add Aggressive Parry among the maneuvers. I see no problem mixing and matching maneuvers; the point with COSH is that you'll end up paying for a total number of maneuvers. What those maneuvers are, should be up to you as the designer. So I think it should serve your purpose.
On a "general combat skill":
I have no problem with the idea of lots of defaults; I just find the specific implementation unsatisfying in GURPS. If a dozen combat skills default to your lead skill (say, Broadsword), then after some point, each bit of study of Broadsword counts 100% as study of all those skills. Putting study into any defaulting skill equates to throwing away points, which of course doesn't feel right.
But, I'm not aware of a simple improvement for GURPS.
Interesting. In game terms, it sounds like a clear case of increased DX – something realistic for any experienced fighter or athlete.
That's interesting too. Might be a good option or alternative to add to a future ESCARGO update.
Right, but to learn all three up to the same level will cost less than learning three unrelated skills. That'd be GURPS' way of saying that they are, at least partially, different aspects of one skill.
Re whether there should a skill or other trait representing a style's unique footwork etc.:
Right. That's the kind of thing I'm talking about: little differences that make a style unique – truly a style – and not just a collection of skills under a fancy name (all of which works no differently from the same bundle of skills without any style name). It'd be great to see more of that. But without some method for keeping these add-ons balanced, there will be trouble as you say.
COSH can go much farther than stock rules in making styles unique, which is something I really like about it.
The game does handle that fine through DX, though I can understand your wanting something a little more focused as well.
I see. Well, the remedy does sound simple enough: allow a wider range of maneuver combinations, as you describe. I would expect disagreements on some points of what can be combined with what, but I'm sure there'd be a good-sized list that most experienced martial artists would agree on.
Interesting. Whether SJG agrees with that or not, it sounds simple enough to implement in your own games.
I think that's a pretty clear thumbs-up for GURPS combat, given that the two things you say are in biggest need of fixing look easy to implement!
T Bone