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<blockquote data-quote="FraserRonald" data-source="post: 3106966" data-attributes="member: 7892"><p>My fault for not re-reading the book before I shot off my mouth. I actually haven't used it in a game, so for me, it was reading material. Thank someone that Roudi was there, who actually had working knowledge of the book!</p><p></p><p></p><p>I was pushing that viewpoint as well, and I think it's valid. Certainly in a game like d20, which is relatively mechanics intensive, one needs a foundation of rules, but in something less . . . shall we say combat-oriented, describing the actions and moves of the character rather than using mechanics to replicate the effect, I believe, would be viable. I think that applies to a lot of situations, though, and it does require either 1) lots of prep or 2) lots of creativity.</p><p></p><p></p><p>Again, for d20, I would absolutely agree, but for something like Project CHUPA over at <a href="http://www.dragonslanding.com/dli" target="_blank">DLI</a>, I don't know if one absolutely needs further mechanics to create a martial arts character. If one is running a martial arts campaign, I would lean toward creating mechanics for that. The single martial artist in a campaign, though, I think could use a narrative approach and still achieve the goal of exciting, dynamic, butt-whopping action.</p><p></p><p></p><p>And I did a disservice to it by not describing it better, because the styles, among other things, do have a lot of flavour to help a player understand them. Yes, lots of flavour, and good flavour at that. Better than beer? Maybe not, unless it's American beer! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p>If I didn't say it in the podcast, I'll say it now: Blood & Fists is <strong>THE</strong> d20 martial arts supplement. That's it. End of story.</p><p></p><p></p><p>Thanks for listening. Oh, and thank you for <a href="http://www.rpgnow.com/product_info.php?products_id=4423&" target="_blank">Blood & Guts v2</a>. I liked B&G. I frikkin love B&G v2, and it made writing <a href="http://www.rpgnow.com/product_info.php?products_id=7590&" target="_blank">IHMS v2</a> pig easy. I'm a big proponent of the class as role/training rather than the class as unit.</p><p></p><p>We have <strong>got</strong> to do a modern military feature for ASP. Maybe it'll just be me rambling on and on while Chris and Rob download pron.</p></blockquote><p></p>
[QUOTE="FraserRonald, post: 3106966, member: 7892"] My fault for not re-reading the book before I shot off my mouth. I actually haven't used it in a game, so for me, it was reading material. Thank someone that Roudi was there, who actually had working knowledge of the book! I was pushing that viewpoint as well, and I think it's valid. Certainly in a game like d20, which is relatively mechanics intensive, one needs a foundation of rules, but in something less . . . shall we say combat-oriented, describing the actions and moves of the character rather than using mechanics to replicate the effect, I believe, would be viable. I think that applies to a lot of situations, though, and it does require either 1) lots of prep or 2) lots of creativity. Again, for d20, I would absolutely agree, but for something like Project CHUPA over at [url=http://www.dragonslanding.com/dli]DLI[/url], I don't know if one absolutely needs further mechanics to create a martial arts character. If one is running a martial arts campaign, I would lean toward creating mechanics for that. The single martial artist in a campaign, though, I think could use a narrative approach and still achieve the goal of exciting, dynamic, butt-whopping action. And I did a disservice to it by not describing it better, because the styles, among other things, do have a lot of flavour to help a player understand them. Yes, lots of flavour, and good flavour at that. Better than beer? Maybe not, unless it's American beer! :p If I didn't say it in the podcast, I'll say it now: Blood & Fists is [b]THE[/b] d20 martial arts supplement. That's it. End of story. Thanks for listening. Oh, and thank you for [url=http://www.rpgnow.com/product_info.php?products_id=4423&]Blood & Guts v2[/url]. I liked B&G. I frikkin love B&G v2, and it made writing [url=http://www.rpgnow.com/product_info.php?products_id=7590&]IHMS v2[/url] pig easy. I'm a big proponent of the class as role/training rather than the class as unit. We have [b]got[/b] to do a modern military feature for ASP. Maybe it'll just be me rambling on and on while Chris and Rob download pron. [/QUOTE]
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