Regarding the Dedicated Martial Artist
Posted: Tue Feb 14, 2006 4:23 pm
What's your opinion? Would the DMA be better as an OCC with more fighting art skills, or more skills other than combat related?
Welcome to the Megaverse® of Palladium Books®
https://mail.palladium-megaverse.com/forums/
https://mail.palladium-megaverse.com/forums/viewtopic.php?t=53848
Because, in the "revised" edition, they don't necessarily get two styles. Which means that a poor DMA with that one Exclusive style doesn't stack up to the Operative Agent with his non-Exclusive style AND SIX (6) skill programs.Glistam wrote:I don't see why the DMA needs more skills when he has two martial arts forms.
Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.Those took up a large chunk of his life to learn. While every one else was out learning skills like pilot: auto and literacy he was learning how to manage two separate combat forms. I say leave him as is, or beef up all the characters equally. If you want to give him more skill programs then trade in his martial arts powers for non-physical skill programs on a one-for-one basis. You'll get a lot of skills doing that.
Sentinel, you forgot an option in your poll, "Other". I prefer to overhaul ALL the OCCs into a much more customizable format that retains balance and playability.
Sentinel wrote:Thai Kickboxing (in real life) employs principles found in boxing in additon to the kicking element.
The physical skill provides advantages that the DMA wouldn't get with Thai Boxing all by itself.
Sentinel wrote:All around, the DMA could profit by becoming a better rounded character with access to a greater selection of skills, and not just combat skills, but skills like Chinese Literacy (Mystic China), or Temple and Philosophical Skills, Domestic Skills, additional Languages, Literacies, etc.
DMAs should be able to do more than just fight, without having to trade off their martial arts powers to do so.
Kuseru Satsujin wrote:Because, in the "revised" edition, they don't necessarily get two styles. Which means that a poor DMA with that one Exclusive style doesn't stack up to the Operative Agent with his non-Exclusive style AND SIX (6) skill programs.Glistam wrote:I don't see why the DMA needs more skills when he has two martial arts forms.Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.Glistam wrote:Those took up a large chunk of his life to learn. While every one else was out learning skills like pilot: auto and literacy he was learning how to manage two separate combat forms. I say leave him as is, or beef up all the characters equally. If you want to give him more skill programs then trade in his martial arts powers for non-physical skill programs on a one-for-one basis. You'll get a lot of skills doing that.
Glistam wrote:Sentinel wrote:Thai Kickboxing (in real life) employs principles found in boxing in additon to the kicking element.
The physical skill provides advantages that the DMA wouldn't get with Thai Boxing all by itself.
In real life Aikido also trains in the use of weapons. N&SS specifically states that there were aspects of the real life martial arts forms left out of the game.
And it would be nice if the DMA could pick up the WP Staff without blowing half of his secondary skill selection.Sentinel wrote:All around, the DMA could profit by becoming a better rounded character with access to a greater selection of skills, and not just combat skills, but skills like Chinese Literacy (Mystic China), or Temple and Philosophical Skills, Domestic Skills, additional Languages, Literacies, etc.
DMAs should be able to do more than just fight, without having to trade off their martial arts powers to do so.
Wheras I personally feel that it's fine as is. Being able to trade in some of his martial arts powers for skill programs works fine as an option for me. You want to play a character who's spent most of his life training in a monestary in the wilds of the world? Then expect to not have 64 skills available (on average) for your starting character. What you lose in game mechanics you gain in interesting role play opportunities and background.Kuseru Satsujin wrote:Because, in the "revised" edition, they don't necessarily get two styles. Which means that a poor DMA with that one Exclusive style doesn't stack up to the Operative Agent with his non-Exclusive style AND SIX (6) skill programs.Glistam wrote:I don't see why the DMA needs more skills when he has two martial arts forms.Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.Glistam wrote:Those took up a large chunk of his life to learn. While every one else was out learning skills like pilot: auto and literacy he was learning how to manage two separate combat forms. I say leave him as is, or beef up all the characters equally. If you want to give him more skill programs then trade in his martial arts powers for non-physical skill programs on a one-for-one basis. You'll get a lot of skills doing that.
The real fact of the matter is, Palladium has mentioned on more than one occasion that real life isn't balanced so their games are not either. I have no predjudice against the Revised version of N&SS and I have no issue with a Dedicated Martial Artist being "shafted" in skills due to their sheltered life.
You can't argue that adjusting the DMA requires all the OCCs to be bumped equally and then argue that they don't have to be balanced. Pick one.Glistam wrote:Kuseru Satsujin wrote:Because, in the "revised" edition, they don't necessarily get two styles. Which means that a poor DMA with that one Exclusive style doesn't stack up to the Operative Agent with his non-Exclusive style AND SIX (6) skill programs.Glistam wrote:I don't see why the DMA needs more skills when he has two martial arts forms.Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.Glistam wrote:Those took up a large chunk of his life to learn. While every one else was out learning skills like pilot: auto and literacy he was learning how to manage two separate combat forms. I say leave him as is, or beef up all the characters equally. If you want to give him more skill programs then trade in his martial arts powers for non-physical skill programs on a one-for-one basis. You'll get a lot of skills doing that.
The real fact of the matter is, Palladium has mentioned on more than one occasion that real life isn't balanced so their games are not either. I have no predjudice against the Revised version of N&SS and I have no issue with a Dedicated Martial Artist being "shafted" in skills due to their sheltered life.
Kuseru Satsujin wrote:You can't argue that adjusting the DMA requires all the OCCs to be bumped equally and then argue that they don't have to be balanced. Pick one.
In other words, you have no justification for bumping the other characters equally. There's no need to "preserve the imbalance."Glistam wrote:Kuseru Satsujin wrote:You can't argue that adjusting the DMA requires all the OCCs to be bumped equally and then argue that they don't have to be balanced. Pick one.
I don't see what's confusing you here. The classes don't have to be balanced. I think the imbalance as exists is fine. So if you are going to bump the DMA then you should bump all the classes the same amount in order to preserve the imbalance. Thus, I am arguing both.
Simple solution, only allow the "You may trade MAPs for basic skill programs" to the DMA and WMA. That leaves it at 27 skills for the Op. Agent to 20 skills for the DMA, on average, which is essentially a difference of one skill program.Originally posted byKuseru.
Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.
Kuseru Satsujin wrote:In other words, you have no justification for bumping the other characters equally. There's no need to "preserve the imbalance."Glistam wrote:Kuseru Satsujin wrote:You can't argue that adjusting the DMA requires all the OCCs to be bumped equally and then argue that they don't have to be balanced. Pick one.
I don't see what's confusing you here. The classes don't have to be balanced. I think the imbalance as exists is fine. So if you are going to bump the DMA then you should bump all the classes the same amount in order to preserve the imbalance. Thus, I am arguing both.
I do not have an issue with playing or allowing a person to play a character who spent his whole life in a remote monestary learning various advanced forms of combat. To my sheltered way of thinking, this guy would've spent his time at the monestary studying combat for the requisite number of years and what little free tiem he had he spent in peaceful meditation and helping to earn his keep. You don't need specific skills to do things like:
Paint walls
Weed a garden
Prepare ingredients
Contemplate his role in the universe
Glistam wrote:It is hard. That's why I see it as a role playing challenge. If I just gave the DMA a skill program or two I'd be cheating myself out of a challenge that the book presented to me. I fully expect that Kuseru's second edition will remove that challenge. That's fine. But right now the challenge exists and I'm willing to take it.
Sentinel wrote:Glistam wrote:It is hard. That's why I see it as a role playing challenge. If I just gave the DMA a skill program or two I'd be cheating myself out of a challenge that the book presented to me. I fully expect that Kuseru's second edition will remove that challenge. That's fine. But right now the challenge exists and I'm willing to take it.
But, what exactly is the challenge?
To me, it isn't so much challenging as it is pointless to have few skills to even attempt to apply in the first place.
A challenge is using a vagabond to overcome a pair of borgs: the Vagabond has a batter of skills to find creative uses for.
The DMA in any situation outside of combat has few to no skills to attempt to be creative with.
Better check that math again. That's 54 skills for the Operative Agent to 20 skills for the DMA.Mantisking wrote:Simple solution, only allow the "You may trade MAPs for basic skill programs" to the DMA and WMA. That leaves it at 27 skills for the Op. Agent to 20 skills for the DMA, on average, which is essentially a difference of one skill program.Originally posted byKuseru.
Hmm...Basic skill programs average 5 skills per program, given an average range of 4 martial art powers to trade in for skill programs, that comes out ot 20 skills. Operative agent who has two espionage skill programs (with an average of 9.7 skills), two military skill programs (with an average of 10.5 skills), and two additional skill programs, which can be Gizmoteer, Medical or Basic (all told the average would be 6.8 skills), PLUS the option to trade in those two MAPs for another 10 skill gives us a total of 64 skills (on average). That's not even CLOSE to being balanced. The fact of the matter is, the Revised versions of the DMA and WMA got shafted as far as comparable playability.
Matt-NZ wrote:The Wai Chia Wu Shih OCC in Mystic China gets to pick two martial arts forms and still gets a large skill selection to work with - so I'm in the camp that the DMA is entirely ripped off and should get some more skills.