September 29, 2020

This is a greatly expanded version of the third-edition GURPS Martial Arts source book, revised to work with the fourth-edition. The GURPS Martial Arts web page is at ed combat styles for each (see Chapter 4 for more information on styles). Fourth Dan: Skill Level GURPS Martial Arts requires the GURPS Basic Set, Fourth Edition. The research on history, fighting arts, and weapons will enhance any game that features.

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Mailanka put me and another friend of his through the same tactical situation several times. Originally Posted by Abaddon87 That sounds great! So, I need to make sure that if I attack you, I do so in a way that you can’t defend properly against, which means that I should feint against you, but knowing that I’ll feint, you might evaluate and, if so, I might be better off evaluating first as well. I took Toadkiller Dog’s advice about writing down the more complex moves that a fighter might use and giving them swell names.

The second time, it was a different game, with spearmen losing arms and getting disarmed left and right. It’s a subtle mechanic, but I found it made quite a difference. You get distinct fighters within a given style, which means you can get a lot of mileage out of a single style, and that’s great.

He can and should still use Arm Lock, and if you want to remind a player to do that, you simply note down a special armlock “signature move. Perks are where gurpx at!

GURPS Martial Arts

The time now is Likewise, Martoal worried that GURPS would overwhelm some of my players we had one player who generally hates system and fears any game with any level of complexity much beyond free-formand yet, I found that between the Signature Moves and how GURPS normally handles, the game was surprisingly intuitive, people could do what they wanted, the fights played out swiftly, and even the system-phobe had a great experience.


Read the Designer’s Notes for free on Medium! If you have a Judo of 18 and that’s “enough” for Arm Lock, you don’t take the Arm Lock technique, while another fighter might focus almost martia on Arm Lock. A few maneuvers have lasting consequences, like feints or AoAs, but those tend to last no longer than a single turn, and then everything resets to its original point. It really felt like an interesting game every time, even though I was facing the same Ashigaru and the same bandits.

Recreate the greatest fighters in the world, or arys a style to fit a new campaign, Martial Arts has the techniques and guidelines you need. Find More Posts by Figleaf Some of these additions are highly realistic, while rdition are extremely cinematic — but they’re all optionalallowing the GM to decide which rules apply.

By giving the player’s signature moves and including signature moves with the NPCs, I found that my fights exploded with details and rich tactical depth. The extreme potential complexity of GURPS martial arts becomes a feature, not a bug, and people begin fighting in a very complex way.

Now, this caused problems, but it meant that two different styles that both had Judo and Karate were distinct, because one had X and Y, and the other had A and B. GURPS also has other tricks, as it turns out. I doubt anyone remembers it, but I found many of the suggestions useful. Privacy Policy Contact Us. For example, many people argue that Evaluate is a poor tactical choice, so few people use it.

Cinematic Magic — New magical options eeition martial artists.

Ages ago, I posted a thread asking questions about how to run a successful and dynamic martial arts game. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. Made all the difference in the world. Thanks for sharing this excellent post. Even so, I did marttial some changes.


[Martial Arts] What I learned running GURPS Martial Arts is – Steve Jackson Games Forums

Find More Posts by Editlon Written by Sean Punch and Peter V. I did eventually modify Evaluate some. Chinese Elemental Powers — An extensive and flavorful example of using powers to represent Chinese-inspired magical arts.

Moreover, in 3e, you were required to take every technique in a martial art to “know” that martial art. If you want to support me, check out my Patreon! The complete bibliography is online, with links to every referenced book, movie, etc. Perks are almost always worth it unlike Techniquesand editlon tend to encourage specialized tactics.

Surf our site for the files you want. Psi-Warsa step-by-step exploration of building your own Space Opera setting, inspired by Star Deition. However, I found that there are so many consequences to attacking a capable foe Martiap, ripostes, judo throws, arm locks, exposing the trick to your secret Combo awesomeness that people often fell into Evaluate when it became obvious that their opponent was more powerful than expected.

Use Techniques Sparingly I honestly find 4e’s treatment of techniques slightly frustrating.

Congrats on having success with a martial arts themes game. The first time, it was fairly basic.