From: jhk6@cunixb.cc.columbia.edu (John H Kim)
Subject: Re: Martial Arts: Which system is the best...
Reply-To: jhk6@cunixb.cc.columbia.edu (John H Kim)
Organization: Columbia University
Date: Thu, 23 Jul 1992 16:22:40 GMT

PCHEM14@Zeus.unomaha.edu (FALL88) writes:
>I think things are getting stretched past the point of their original intent,
>but my original point is that the book (Ninja Hero) in general was not too 
>well balanced, and the design your own martial arts rules (especially in 
>designing your own manuevers) were a part of this.
...
>
>Martial arts, as a skill system, really only needs to cover the basics. Anyone
>with more exotic than that can simply go to the power section and buy what 
>they want. 
...
>After all, martial arts is just some powers and some skill levels.  You can 
>customize it as you want just like you can customize your powers.
...
>Martial NNDs, killing attacks and full move attacks are just 
>powers, might as well buy them as such.  Then you don't have to worry if they
>are in balance with other powers either, since they are powers themselves.

	James' suggestion is that martial arts should be bought as multipowers 
of HA's and skill levels, and that combination maneuvers should be bought as 
increased SPD. 
	This is is not balanced unless you increase the costs of HA and STR, 
and artificially require that only 5pt combat levels can be put in this 
multipower. Given that, I think that his suggestions may be more balanced 
for player-designed martial arts. However, I would point out some problems: 

1) This is not as simple in play as the current martial arts, since you have 
  to choose a slot, allocate levels to OCV or DCV, and choose your maneuver. 
  Of course, you can limit the slot so that it only works with a certain 
  allocation and maneuver - but this is basically special effects since it 
  will probably not save any points (or at most 1pt off the slot). Similarly, 
  any OCV or DCV penalties are just special effects - there is no reason for 
  a player to take them. 
	For example, a 25pt multipower will probably have a slot that is 
  five 5pt levels, that can be used for any HTH. This loses the difference 
  between martial arts and levels - that levels are more flexible but more 
  expensive. 

2) In order to produce beginning martial artists, this requires that several 
  versions of each maneuver be produced. i.e. A beginning Karateka only has 
  a 10pt pool, which will grow as he trains. Now to describe Karate, you must 
  provide a 10pt Kick, 15pt Kick, 20pt Kick, etc. 

3) Martial arts cost much more this way, and it will probably be more
  efficient to choose other options if they are available. 

4) Increased SPD only simulates combination maneuvers in that you can do 
  maneuvers in sequence. There is no simulation of the linking of two 
  specific moves into one, since all combinations are equally possible. 

	This is certainly more balanced for player-designed martial arts, but 
I think it is easier just to use good judgement in deciding what to allow 
for player-designed arts. It depends on what you consider most important. 
These changes represent sacrifices in simplicity (both in design and in play) 
to produce a somewhat less abusable balance. I think that this is best 
handled directly by the GM, to allow for more ease in play of martial arts. 

-----------------------------------------------------------------------------
John Kim                    | "All the world will be your enemy, Prince with
jhk6@cunixb.cc.columbia.edu | a Thousand Enemies. And when they catch you, 
Columbia University         | they will kill you."        - Watership Down