Sentinel wrote:I was looking at some of my home-brewed martial arts styles, tweaking little things to keep them effective yet not over-balanced, and I got to thinking about the Style when granted to a particular OCC.
Should there be a Ninja OCC separate from the DMA? How about Samurai? Shaolin Monk? Professional Kickboxer/MMA Fighter/Etc?
Or, should the two existing OCCs simply be made more flexible so a player can select one or the other, and choose the style that will round out a WMA or DMA and make them into a Ninja/Samurai/Whatever?
While I think the OCCs should be more flexible, the examples you've given (i.e. Ninja, Samurai, Shaolin Monk, Pro Kickboxer/MMA Fighter, etc) aren't all directly related to the DMA (or even WMA) as a class. Samurai and Ninja particularly are more than just a class about martial arts. To a degree, the same could be said about the Shaolin Monk. Professional martial artists on the other hand would fall under the larger martial artists classes directly. So, does there need to be more OCCs, yes AND no. The existing OCCs should be more flexible to increase the options they offer and make those classes able to be customized to a lot of little different specialities, but some other classes would be required as well.
My thought is, on one hand, if a Ninja OCC came with Gymnastics, then Ninjutsu wouldn't need to include that skill. Then, any other character selecting that style would have to use up one of their skill slots to have Gymnastics.
I think this is more of a question of the chicken and the egg. But then there's more to the Ninja than just Gymnastics, so your example is fairly moot.
If the Ninja OCC came with the list of Weapon Kata currently contained in the style, then the actual style could be lessened.
Two weapon kata don't make that big of a difference, and technically an OCC itself can't come with weapon kata in the first place, as those are martial art powers directly link to the style they're learned with.
On the other hand, I have a preferrence, from a gaming standpoint, to have fewer yet more flexible OCCs, not more. The OCCs that do exist should be distinct and not overlap each other heavily (Rifts is the worst at this).
I agree in principle (especially in the case of Rifts where's there's hundreds of OCCs, with very little to differentiate them other than some specific little changes). However, there are going to be more than just a few OCCs if you really want to make a wide range of things available to the players, simply because there's a lot of different occupational foci out there.
Getting away from Rifts and it's multiple OCCs for the same thing, let's look at Palladium Fantasy. There are quite a few official OCCs if you get all the books together (69); Acrobat/Tumbler, Actor, Alchemist NPC, Artisan, Assassin, Barbarian, Barbarian Keeper, Bard, Beastmaster, Blacksmith, Blade Priest, Conjurer, Diabolist, Druid, Fletcher, Gladiator, Holy Crusader, Holy Palladin of Rurga, Illusionist, Imperial Janissary, Imperial Soldier, Juggler/Knife‑Thrower, Knight, Life Force Wizard, Long Bowman, Lumberjack, Mariner, Master Collector, Mercenary Warrior, Merchant, Mind Mage, Miner, Minstrel, Monk (Warrior), Monk Scholar, Necromancer, Noble, Nomadic Tribesman, Palladin, Pirate, Prestidigitator/Stage Magician, Priest of Darkness, Priest of Light, Psi‑Healer, Psi‑Mystic, Psychic Sensitive, Ranger, Sage NPC, Sailor, Scholar, Shaman, Shaman (Clan, Danzi), Shaman (Wandering, Danzi), Shaman/Priest (Tezcat), Slaver/Enforcer/Bounty Hunter, Soldier, Spy, Squire, Summoner, Thief, Trapper/Woodsman, Undead Hunter, Vagabond/Peasant, Warlock, Warrior (Tezcat), Were‑Shaman, Witch, Witch Hunter, & Wizard. However, while some of them could be merged into one class (Holy Crusader, Holy Palladin of Rurga, & Palladin OR Monk Warrior & Monk Scholar OR the four Shaman variants OR Soldier & Imperial Soldier, possibly a few others (like Witch & Undead Hunters)), others could not be so merged, having distinct differences which make them unique. Also, despite having quite a few classes, there's still room for more, especially psychic and magic classes, though other class-types have room for expansion as well. For instance, despite the claims that any of the other Entertainer OCCs can become a jester, they're really too specialized for that to be the case. Jesting is more than matter of selecting the Jesting skill and telling some jokes. Also, I've created the Western Drug Dealer class specifically because such a character couldn't be truly made with any of the existing classes (the Scholar came the closest, and still didn't have the right stuff). Sure, much of that is due to the OCC organization used in PF and Rifts (as well as some of Palladium's other games), but not all of it. While N&S does have a setup that allows for more flexible classes (one of the best OCC setups Palladium has, though Systems Failure & BTS2 have some interesting differences as well), there will still be room for plenty of different classes.
Looking at N&S, I see an obvious need for a major overhaul to the existing classes, as several have very little to differentiate them whereas other areas are neglected entirely. The biggest thing is that, for a game called "Ninjas & Superspies" there's a real lack of classes for the former, while an unreasonable number of the latter. We get two martial arts classes that really aren't that special (more true in the revised edition, though certain points can be addressed for the original edition as well), the biggest lack being an actual "Ninja" class. Whereas for the Espionage classes we have a total of eight classes, many of which have little to differentiate them. There's not much difference, other than the cybernetics selection & skills available for the Cyber & Wired Agents, the same is true to a lesser degree for the Gadgeteer Agent. The Free Agent OCCs have two classes that truly don't belong in the category of Espionage Agents at all (the Private Eye and Thief), whereas the two so-called "Free Agents" really only consitute variants of one real class (one has a cybernetics focus, the other a martial arts focus...the only difference between them and the other Espionage classes is they don't work directly for an agency, you could easily lose both classes without affecting a player's options). The Mercenaries (despite the raging debates about the Academy Officer's use) is likewise glutted with a useless class, namely the Commando Mercenary, which is nothing more than a rule-breaking variant of the Veteran Grunt (whoever included this OCC didn't know what they were doing). Of the existing categories, the only one that has a full range of options without being too much or too little is the Gizmoteer category, where each class has a specific focus differentiating each class from the other (cybernetics, martial arts, and skills). Certainly, I could lump all those together into one, more flexible class (trading skill programs for cybernetics and/or martial arts), but of the existing class categories, the Gizmoteer is still the best done. Does that mean there's only room for, what, five classes in N&S (Martial Artist, Espionage Agent, Gizmoteer, Mercenary, & Other), no, not really. I can easily see the need for more class categories or even classes beyond that (police and criminal come to mind fairly quickly, as does the standard "ordinary person" class so under-utilized in Palladium). But even then I can still see the need for more classes. Look at Mystic China for example. Sure the Martial Artist OCCs in there are really only different versions of DMA/WMAs in that they each are Rifts-style specialty foci of martial artists...but those same foci could be used, in general, to expand the existing martial artist classes without causing a real problem. The other classes are too different from any of N&S's existing classes to really be easily removed (the Antiquarian and Capitalist could be variants of an "Ordinary Person" OCC in a stretch, and the RCCs are obviously too different for meaningful inclusion as for/against discussion, but the real change is the addition of magic "PCCs" (still a stupid decision to make them "Psychic" character classes, especially now that N&S/MC isn't directly compatible with BTS) that can't be easily lumped into the N&S class categories.
What it all boils down to is even though you could possibly limit any Palladium game down to a few overly general "class categories" (i.e. Scholars & Adventurers, Men of Arms, Men of Magic, Psychics, Rogues/Criminals, Police, Entertainers, Sea Farers, Martial Artists, Espionage Agents, Gizmoteers, Medics, Clergy, Ordinary People/Civilians, etc.), each category will have enough internal differences to make distinct classes within each category a viable option without limiting the number of classes and still be flexible enough to keep the minor class differences from taking up space that could be better used. Heck, there are 14 simple "class categories" in my above example, and I could easily fill each of those with 10 OCCs different and flexible enough to be practical, yet still end up with 140 different OCCs (which is still better than the, what, 1000 or so Rifts OCCs?).