So I've been working on custom martial art styles over the last week or so. I've done three, with the original being for a military game I was going to run set in the 90's. I wasn't quite happy with MCMAP, so I created a new style based on the 1992 Army Combatives manual. I wanted to create a "by the book" implementation of the style that every trooper should have (if you read my no defaults for unarmed skills thread this is familiar) as a consequence of finishing combatives training. (These styles are 1992 US Army Combatives, USMC LINE, and 1930's Xingyi Fist and Weapon Instruction)
Going on the theory that 1 point = 200 hours, or 100 hours of "intense" training, I decided to take each weapon skill displayed in the manual - axe/mace, knife, fixed bayonet (spear & staff) and represent them with some level of the Dabbler perk. This is to give the player something more than default, though it doesn't actually allow them to have techniques since it's technically still less than one point. I assumed it gets the point across of "more dangerous than a newbie, not quite skilled".
Do you all think this is a good approach, or a bad one? It cuts the points (man hours) down. The primary focus on these are always on unarmed skills first (usually Brawling) which doesn't get a default, so they'll always be a point at least. Weapons stuff is really basic - Xingyi Weapons Instruction only teaches you a few - like five - sabre techniques, for example.
Naturally this has limits. I was, again for funsies, looking at something like the IJA Gunto Soho. Not enough skills for Dabbler to play a part, unless Quick Draw is going to be at that level, and since it is wholly focused on the sword it probably should qualify for a point in each of the weapon skills, even if you only learn like 8 kata. You'd get no Techniques - that's no fun. And then something like WW2 era Dadao - you only get Two Handed Sword as your skill.
Advancing it would also require a bit of shuffling for those quarter/eighth points as well.
Thoughts?
M.
Going on the theory that 1 point = 200 hours, or 100 hours of "intense" training, I decided to take each weapon skill displayed in the manual - axe/mace, knife, fixed bayonet (spear & staff) and represent them with some level of the Dabbler perk. This is to give the player something more than default, though it doesn't actually allow them to have techniques since it's technically still less than one point. I assumed it gets the point across of "more dangerous than a newbie, not quite skilled".
Do you all think this is a good approach, or a bad one? It cuts the points (man hours) down. The primary focus on these are always on unarmed skills first (usually Brawling) which doesn't get a default, so they'll always be a point at least. Weapons stuff is really basic - Xingyi Weapons Instruction only teaches you a few - like five - sabre techniques, for example.
Naturally this has limits. I was, again for funsies, looking at something like the IJA Gunto Soho. Not enough skills for Dabbler to play a part, unless Quick Draw is going to be at that level, and since it is wholly focused on the sword it probably should qualify for a point in each of the weapon skills, even if you only learn like 8 kata. You'd get no Techniques - that's no fun. And then something like WW2 era Dadao - you only get Two Handed Sword as your skill.
Advancing it would also require a bit of shuffling for those quarter/eighth points as well.
Thoughts?
M.
Styles with Dabbler
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