As Daniel basically said, superior technique that one can employ
reliably in combat = a higher skill level. Body 2 + Brawl 3 beats Body
3 + Brawl 1, usually.
OTOH, ORE is tweakable. If you want to play with the skills and modify
them in away that makes your game feel right, go for it. I use a Wild
Talents hack, influenced by Kerberos Club skill rules, for my Delta
Green game. This works for our group.
I might make pretty martial arts forms that are nor reflected by much
in the way of combat application by buying Performance [Wushu] or
whatever. The person looks good when they get on stage, so to speak,
and can wow a crowd, but don't really fight that well. There are
plenty of flippy-kick, tag-punching point sparring sport types and
form competitors who are not good fighters.
Or, just agree with the GM in advance that your PC drops a die in a
real fight, but gets a bonus die when doing forms to impress people.
That might be the most simple solution.
Hotjets
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[ORE] Re: Martial arts rules...
4:32 PM |
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