iena Posted July 6, 2018 Report Share Posted July 6, 2018 Dears, I hope this is the right place for this kind of question. One premise: I don't want to put in discussion the effectiveness of the design of the 6th edition but just to know your preferences or your approach. In the creation of a character "martial artist" do you prefer to buy the classic martial maneuvers or do you prefer generate the maneuvers with a power framework? I'm asking this because, from a certain point of view, the martial arts as they are conceived (maneuvers that can cost 4-5 CP) seem something "separated" or not well integrated with the rest of the core rules... In your opinion which is the most satisfying approach? Thanks in advance Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted July 6, 2018 Report Share Posted July 6, 2018 Generally I allow buying the classic martial maneuvers. - E Quote Link to comment Share on other sites More sharing options...
iena Posted July 6, 2018 Author Report Share Posted July 6, 2018 3 minutes ago, eepjr24 said: Generally I allow buying the classic martial maneuvers. - E Is it a matter of balance only or is there something related the fight management as well? Quote Link to comment Share on other sites More sharing options...
eepjr24 Posted July 6, 2018 Report Share Posted July 6, 2018 I have not found it to be a huge problem. In most games I have DC caps if I anticipate it could get beyond what is expected for genre. Hero has enough different mechanisms for damage and defense that martial maneuvers just bring one more option of play style. Do you have a specific problem in mind you are trying to address? Do they seem too cheap? I find that in lower point games some people rely on them for damage but those tend to be games where guns are common and don't cost points (or are in equipment pools) so it is not a big deal. If you have seen a problem, though, doesn't matter what anyone else's games are like, feel free to adjust it for yours. - E Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 6, 2018 Report Share Posted July 6, 2018 One of the best MA I ever saw had a TON of 3 point CSL (I think it was 12) with Dodge, Strike, and Grab. No powers or MA's The guy was a NIGHTMARE, using the CSL's to up the str of his attacks, 25 DCV on a dodge, just terrifying... Amorkca 1 Quote Link to comment Share on other sites More sharing options...
dsatow Posted July 9, 2018 Report Share Posted July 9, 2018 If you are doing straight up direct attacks, a multipower with strength, OCV and DCV in variable slots is hard to beat. When you add AP HA or things like that it becomes better. But the martial maneuvers have other neat effects you can't easily recreate in a multipower. The Flying Dodge is an effective abortable dodge/dive for cover combo. The takedowns (legsweep, takedown, etc) are a guaranteed drop the target to 1/2 DCV. Reversal is actually an escape and grab. The NND attacks can be used to impair and disable. Also, martial maneuvers help to set a vision as to what the character is doing. A multiform with extra strength for a grab isn't as interesting as a ProWrestling Crush in terms of visualization. Quote Link to comment Share on other sites More sharing options...
Ninja-Bear Posted July 10, 2018 Report Share Posted July 10, 2018 I’ve seen a build of MP-martial arts. The advantage was that it was easier to add weapons to a slot. The (minor) disadvantage was that a Throw isn’t as effective as a martial throw. Why? Because a martial throw automatically throws a person who is hit and you can lift however a throw defined as Blast with KB well you have to make the KB. Quote Link to comment Share on other sites More sharing options...
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