Continuing my series on the Psi-Wars force swordmanship styles as Power-Ups, when I put up the snap poll for "What force sword style would you pick for your character," of the classic "Maradonian" styles, the Destructive Form came in third. As before, this style is written with a house rule that halves the cost of techniques, to encourage technique proliferation.
Personally, the Destructive Form is my favorite style, and if I had to pick one style, that would be it. I designed it based heavily on how Darth Vader fought in the Empire Strikes Back, and in a large way, it's a style heavily informed by the qualities of the force sword itself. If one has the ability to casually lop off limbs, that may well turn into a major focus for how one fights. It's also a major aspect of the original Force Swordsmanship of GURPS Martial Arts, and the style that probably looks the most like actual Kenjutsu, with a focus on lines of attack.
If you're a Star Wars fan looking to crib my material, the Destructive Form is probably closest to Form V, or Djem So.
The Destructive Form also features a greater focus on strength than most styles, which is rare for a force sword style, as the force sword doesn't require strength to impact its opponent. To make this work, I've had to monkey around with how Beats work, but it's changes that I made all the way back in Cherry Blossom Rain. If you use default Beats from GURPS Martial Arts, all they really do is let someone who is extremely strong get a bit of a benefit when feinting, which is nice, but rare in a martial arts game as most people will focus pretty heavily on DX. Additionally, beats have some interesting side-requirements, like the fact that you need to parry or have been parried, which means that if your opponent can avoid contact with your weapon (feinting and evaluating, for example), he can prevent you from beating his weapon. Finally, realistically, one expects a beat to work exclusively against a weapon rather than a person (though I violate this concept with a Force Sword Shove, which is meant to simulate something we see often in Star Wars fights where someone unbalances an opponent through contact between force swords), so it's something you can also avoid by having multiple weapons. Taken together, I felt it fine to let Beat be a contest of ST vs ST, so that Beat-focused characters had a real edge over non-Beat-focused characters similar to the edge that Feint-focused characters have over high ST, low DX characters. I should state that it's ultimately an idea inspired by Icelander, from the SJGames forums (though I don't think he posts there anymore).
The original Force Swordsmanship from GURPS Martial Arts contains a targeted attack for the neck. I always liked this idea, but burning weapons don't get a benefit from attacking the neck, while cutting weapons do. This may well be a 3e holdover, because Force Swords used to inflict cutting damage. I think there's an argument for letting them do that again, especially as a force sword is a weaponized force screen, but I leave that up to you, dear reader, to decide for yourself. What I did do is give the players access to a perk that turns that option back on as an optional rule. If you think force swords should always just do that, reduce the cost of that move by 1.
Someone asked me if targeted attacks gain the benefit of a +1 defense if your opponent keeps attacking the same hit location over and over again. To that I say: "Sure, why not?" I would go further and say it probably applies to over-use of Trademark Moves too, but in both cases, you should probably be careful. Players pay points (often a lot of points) to gain access to targeted attacks and trademark moves, and the latter, especially, reward players for thinking ahead and speeding up gameplay by simply rattling off a pre-worked-out move rather than paging through books every time they attack an opponent. If you start giving your opponents a +1 to their defense because your players have Trademark Moves and Targeted Attacks, then you disincentive your players from buying them. I think the real intention of that rule is to keep fights from becoming stale and boring. If your players use the Reaping Stroke over and over again hoping for that one lucky hit, sure, give their opponents a +1 to defense, and start stacking it until the player gets the picture and stops doing the same thing over and over again. But don't do it if a player happens to use it twice in a long fight, IMO.
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