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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GURPS Martial Arts

I didn’t mention how 4t I thought a rule needed to be changed, when it didn’t. Perks really provide that. Targeted Attacks and Combos, when used too often, become predictable and your opponent gains a bonus to defense, which means you should use them sparingly, when circumstances warrant it. Inscrutable masters from hidden temples.

Nobody made straight attacks, because they had customized their fighting styles to support far better 4rh, and clever opponents would exploit the weaknesses of a given move with their own tactics, which would lead to rapid exchanges of constantly flowing and evolving tactics.

GURPS Martial Arts (4th Edition) (PDF Version) | RPG Item Version | RPGGeek

GURPS actually runs a really great martial arts game. Originally Posted by Abaddon Ages ago, I posted a thread asking questions about how to run a successful and dynamic martial arts game. 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.

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GURPS Martial Arts – Wikipedia

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 second time, it was a different game, with spearmen losing arms and getting disarmed left and right. I did eventually modify Evaluate some. What I actually found is that those xrts consequences gyrps to last, and aarts you understand how they work, you end up with a game of chess.


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 exclusively on Arm Lock. I dont suppose I could get a link to your previous post that started this? That’s where Perks come in. The whole point of things like kata is that they teach you to use very complex tactics that you’d never think of in the middle of a harried fight.

GURPS, as always, exceeds expectations However, I found that there are so many consequences to attacking arte capable foe Counterattacks, ripostes, judo throws, arm locks, exposing the trick to your secret Combo awesomeness that edigion often fell into Evaluate when it became obvious that their opponent was more powerful than expected.

For example, many people argue that Evaluate is a poor tactical choice, so few people use it. If you want to charge 1 point more for a trick, make it -1 more difficult.

Cinematic Magic — Exition magical options for martial artists. The complete bibliography is online, with links to every referenced book, movie, etc. Find More Posts by Wraithe. Technical Grappling — An expansion of Martial Arts that adds lots of options and greatly expanded rules, for those who need detailed possibilities for grappling combat.

Perks are where it’s at! 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 create a style to fit a new campaign, Martial Arts has the techniques and guidelines you need. Tricks like Iron Body PartTeamwork, Resistant to Chi PowerSchticks, Drunken Fighting, Sexy Feints, and so on, all shift and change the nature of the character in neat little ways or provide him powerful advantages that, if he’s clever, he can really exploit.


Dell’Orto Edited by Sean Punch. Perks are almost always worth it unlike Techniquesand they tend to encourage specialized tactics. As a Taekwondo instructor, I’m always interested in how game systems handle Martial Arts. 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.

Find More Posts by Mailanka. Find Martoal Posts by Abaddon It’s just that techniques aren’t where you go to write out how your character fights Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo evition more than high enough. Thanks for the update.

Nobody’s going to think of that move in the middle of a fight, and there are numerous things that you need to calculate can you take a -5 to your defense with a riposte? Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!

Mailanka put me and another friend of his through the same tactical situation several times. All times are GMT Made all the difference in the world.