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.

Author: Shaktilmaran Bami
Country: Portugal
Language: English (Spanish)
Genre: Relationship
Published (Last): 9 July 2012
Pages: 304
PDF File Size: 3.5 Mb
ePub File Size: 2.95 Mb
ISBN: 792-4-44134-200-2
Downloads: 95697
Price: Free* [*Free Regsitration Required]
Uploader: Tubar

What I actually found is that those one-second consequences tend to last, and once you understand how they work, you end up with a game of chess. Thanks for sharing this excellent post. Likewise, I 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 edotion 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.

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.

Sean Punch black-and-white pages, softcover. Moreover, in 3e, you were required to take every technique in a martial art to “know” that martial art. Psi-Warsa step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Chinese Elemental Powers — An extensive and flavorful example of using powers to represent Chinese-inspired magical arts.

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. Use Techniques Sparingly I honestly find 4e’s treatment of techniques slightly frustrating. 4fh I said before, Techniques aren’t the best way to add lots of character to your fighter, because you can only aarts take so many and eventually you’re better off simply making him a better, all-around fighter.


The complete bibliography is online, with links to every referenced book, movie, etc. Inscrutable masters from hidden temples. By working it out in advance, you only have to glance at a piece of paper to pull of this off.

The second time, it was a different game, with spearmen losing arms and getting disarmed left and right. Not all combat options map to techniques and styles, however. 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?

GURPS Martial Arts

It results in dynamic fights that make the args kung-fu movie look like toddlers duking it out in kindergarden. What you currently have is mwrtial Hard techniques are easier to pull aets by default than Average techniques That is, both a Hard technique at -2 and an Average technique at -3 cost 3 points to max out, but the Hard Technique is paradoxically easier to pull off by default, and less worth your time to study. The time now is GURPS, as always, exceeds expectations Originally Posted by Abaddon87 That sounds great!

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.

GURPS Martial Arts

GURPS actually runs a really great martial arts game. Take my example above about the Judo 18 guy who doesn’t bother with Arm Lock because his Judo is more than high enough. Find More Posts by Figleaf GURPS also has other tricks, as it turns out. It’s true that GURPS has lots of options, but in my experience up to that pointmost of them boil down to configuring your attack and defense into optimal values and then using those again and again.


And this isn’t entirely unrealistic.

Perks are where it’s at! I’ve finally finished my playtesting and actually run the damn game, and I thought I would share my experience. 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, grps so, I might be better off evaluating first as well. I also allowed players who were evaluating to make rolls against certain skills or IQ to understand something about their opponent.

Way of the Warrior — A bounty of material of interest to Martial Arts fans, including new styles, rules for Technical Grapplingand more. That’s where Perks come in. Find More Posts by Abaddon I doubt anyone remembers it, but I found many of the suggestions useful. 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 gursp fight.

Some of these additions are highly realistic, while others are extremely cinematic — but they’re all optionalallowing the GM to decide which rules apply.

Congrats on having success with a martial arts themes game. It’s a subtle mechanic, but I found it made quite a difference. Nobody made straight attacks, because they had customized their fighting styles to support far better tactics, 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. I kicked some butt, then got my butt kicked by the point Executioner after crippling his arm.