>Any system of martial arts based around Generic Close Combat and
>a handful of augments is, I feel, doomed to tediousity. (Which isn't
>to say the background colour can't be made suitably exciting, just
>that the system will end up doing nothing to _help_.)
>
>
>David Cake:
>> A martial arts style in HW should be thought of as more like
>> a Combat Affinity (with accompanying feat like bits and pieces) than
>> just a 1HP combat style.
>
>i.e., a lot like a Broad Ability, really. ;-)
Flexible magical abilities capable of a wide variety of different uses are a reasonable case for, well, the current mechanics , which closely resemble Broad Abilities.
>Personally, I dislike this, as it seems to proceed from the basis
>that if martial arts aren't a form of theism, then they bleedin'
>well ought to be.
Err, wot? Sounds like you are confusing a rough suggestion of mechanics with a magic system that happens to use them.
And you have a fair idea of my actual martial arts mechanics ideas, so you know they are not close to theism in detail.
> > Its very common for martial artists to add a new weapon
>> technique in a few weeks of practice. Thats pretty much what I think
>> the new weapon style is modelling. And its good that it can do so.
>> And much better than game systems where your black belt martial
>> artist always starts weapon techniques at base levels (RQ3, for
>> example).
>
>This is getting back into the debate I said I'd stay out of (and am
>already failing to), but a more pressing question is, how transferable
>is your "black belt" in Centipede Style martial arts to charging on
>a Pentan warhorse with a couched spear? Or to Fonritan-style wrestling?
>Or fighting in close order in a Daxdarian phalanx?
>
>Unless you can make the case that all of the above are best described
>as 1HP "styles" within a single, "narrow" ability, then I'm not
>buying it. I'm not arguing that there be _no_ transference at all,
>even in such extreme cases -- after all, we have the perfect mechanic
>for that: improvisation modifiers. (In this case, flat rate seems
>to me to work just fine.) Essentially total transference, at a frankly
>trivial cost, however, I find problematic.
Fair enough - add an extra improve penalty, and even an extra HP cost for adding a particularly way out ability.
Essentially, its an unsolvable problem, though - if we want to accurately simulate these issues in a streamlined narrative game.
I don't. The alleged lack of realism in extreme cases of transferenceof skills is a problem that is a) far better than the opposing problem (and attendant lack of realism) introduced by most attempts to solve it
Cheers David
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