And Skills

The martial arts are ultimately about personal capability. Dedicated fighters train hard, and the most successful tend to be fit, talented people to begin with. These realities make the PCs' advantages, disadvantages, and skills remarkably important in a Martial Arts campaign - worthy of the same attention as exotic powers in a superhero game or magic in a fantasy setting.

Even if the martial arts are "background color" in another type of campaign - fantasy, historical, military, etc. - the GM should realize that martial artists are popular as PCs. To those who like to play them, their aptitudes and training are as vital as their weapons and background. If the GM wants such heroes to be viable and fun, he should lend some thought to how he plans to handle their capabilities. It's crucial to let the players know in advance which traits are allowed, which are off limits, and which work differently.

The Ultimate Karate Bible

The Ultimate Karate Bible

Stop being the victim. Long lost manuscript will show you exactly how to humiliate your enemies with a few secret moves. Stop for a minute and picture this you're walking home alone one night. It's just a regular night like any other and you are eager to get home.

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