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<blockquote data-quote="suburbaknght" data-source="post: 510088" data-attributes="member: 5195"><p>One of my views regarding d20 is that the less the original system is altered the better. It keeps things simpe and minimizes the amount of rules that need to be learned or, worse yet, looked up in fast-paced situations. This is why the martial arts styles presented in Oriental Adventures appealed to me so much; the majorit of a martial art is based on existing game mechanics. Anyone who learns Aikido may take the aikido feats but only a master (someone who learns all the feats) will gain the special ability of each style. Furthermore, the special abilties were intended to be unique abilities, particular to masters of a style. Hence they should NOT be based on existing mechanics.</p><p></p><p>Also, by basing martial arts on feats, rather than a class, you reflect real life - that anyone may learn a martial art (Strong and Fast Heroes are very suited to it, for example) but only someone who specializes in it (a Martial Artist) will gain rapid proficiency.</p><p></p><p>While I like the presentation of themed abilties I thought it was more complicated than it was worth (I've never been a fan of "choose a special ability at each level" classes, but that's just me) and contributed relatively little to the game. In addition, I think the ki abilities imply a mystical aspect which, while present in many Eastern disciplines, is unwarranted in a real-life game (especially Deflect Bullets).</p><p></p><p>This is not to say the class is bad, only that it is not one I would choose to use in a game I was running (though I would happily play in game where another player was using it).</p></blockquote><p></p>
[QUOTE="suburbaknght, post: 510088, member: 5195"] One of my views regarding d20 is that the less the original system is altered the better. It keeps things simpe and minimizes the amount of rules that need to be learned or, worse yet, looked up in fast-paced situations. This is why the martial arts styles presented in Oriental Adventures appealed to me so much; the majorit of a martial art is based on existing game mechanics. Anyone who learns Aikido may take the aikido feats but only a master (someone who learns all the feats) will gain the special ability of each style. Furthermore, the special abilties were intended to be unique abilities, particular to masters of a style. Hence they should NOT be based on existing mechanics. Also, by basing martial arts on feats, rather than a class, you reflect real life - that anyone may learn a martial art (Strong and Fast Heroes are very suited to it, for example) but only someone who specializes in it (a Martial Artist) will gain rapid proficiency. While I like the presentation of themed abilties I thought it was more complicated than it was worth (I've never been a fan of "choose a special ability at each level" classes, but that's just me) and contributed relatively little to the game. In addition, I think the ki abilities imply a mystical aspect which, while present in many Eastern disciplines, is unwarranted in a real-life game (especially Deflect Bullets). This is not to say the class is bad, only that it is not one I would choose to use in a game I was running (though I would happily play in game where another player was using it). [/QUOTE]
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