I was just wondering if anyone has tried giving characters more Martial Knowledge than is generally allocated by the character classes. If so how much more, and how well did it work. Also if not, does anyone have any good ideas of how to do so. (This would be for a game that does not include psychic disciplines, magic, or normal summoning.)
More Martial Knowledge
I've already posted elsewhere the option of an advantage giving +5MK per 2CP, the reasons behind this low efficiency advantage being explained in the other topic (New Advantages).
I also allow Level3 Artifacts to give nice amounts of MK per Level (Level3 Artifacts tend to be enormous ).
A Level2 Artifact might give it too, but it should give few MK and give it for specific uses.
Remember that characters can also buy MK by spending DPs.
I do know about the buying MK with DP, but that is not what I am talking about, I will use the technician as an example, like giving say 100 MK instead of 50 MK or even more.Maybe multiplying the amount each class gets inherently by 5. Now a lot of people may look at this like it is ridiculous. However this is not necessarily true, what I want to do is make a character like Kakashi out of Naruto. However there is no way with the current system to give a character over a thousand different dominion techniques, let alone a couple dozen.
Before anyone ridicules the thought of a thousand techniques, think of it like this, you are still limited to how often you can use the dominion techniques by the amount of Ki and Ki accumulations that you acquire. Therefore all the extra MK will really do for you is give you a wider range of techniques, not necessarily make you more powerful. I have been thinking on it, and I would limit the number of general Ki abilities people get by making say 80% of the MK having to go to Dominion Techniques. I was hoping to get other peoples thoughts on this process. (This is for a non-Gaia campaign)
nameless81 said:
I do know about the buying MK with DP, but that is not what I am talking about, I will use the technician as an example, like giving say 100 MK instead of 50 MK or even more.Maybe multiplying the amount each class gets inherently by 5. Now a lot of people may look at this like it is ridiculous. However this is not necessarily true, what I want to do is make a character like Kakashi out of Naruto. However there is no way with the current system to give a character over a thousand different dominion techniques, let alone a couple dozen.
Before anyone ridicules the thought of a thousand techniques, think of it like this, you are still limited to how often you can use the dominion techniques by the amount of Ki and Ki accumulations that you acquire. Therefore all the extra MK will really do for you is give you a wider range of techniques, not necessarily make you more powerful. I have been thinking on it, and I would limit the number of general Ki abilities people get by making say 80% of the MK having to go to Dominion Techniques. I was hoping to get other peoples thoughts on this process. (This is for a non-Gaia campaign)
oops not sure how I double posted, sorry...
I took a little look through Dominus Exxet after reading this, and i have to agree.
For simply to learn several basic techniques (one simple long range attack, one shield, one simple at+ and def+) a char needs to be either a 3 Level Technician or (as the next in line of gettin more MK) a Level 5 Tao. Other classes need even more levels.
+40 Use of Ki
+30 Ki Control
+15 Long Range attack 150 Feet
+15 AT +50
+15 Def +50 (Dodge OR Block)
+15 300 LP Shield
Total 130 MK
Those are not even 'good' or even strong techniques with other advantages (nor disadvantages) , just 'average' Level 1 Techniques.
Sure, Chars like Kakashi are Level 10-20 and have far more MK as Technicians, but unless you choose the Advantage for more MK during creation even the 10 MK per level are a bit little to simply buy a good selection of Techniques, not to mention the necessary Accumulation and extra Ki Points.
Simply granting an extra of 10-50 MK (depending on the Power Level of the setting) per level only for Techniques should do the trick.
Just my c²
segara82 said:
For simply to learn several basic techniques (one simple long range attack, one shield, one simple at+ and def+) a char needs to be either a 3 Level Technician or (as the next in line of gettin more MK) a Level 5 Tao. Other classes need even more levels.
+40 Use of Ki
+30 Ki Control
+15 Long Range attack 150 Feet
+15 AT +50
+15 Def +50 (Dodge OR Block)
+15 300 LP Shield
Total 130 MK
1) Tao gain MK from Martial Arts so it is hard to determine exactly when they would have 130MK, it could be level 2 or level 4 (but probably not later unless they are not taking Martial Arts, which is the point of the class).
2) This is only getting the technique, gaining enough Ki and Ki Accumulation to be able to use it in a timely matter is even worse.
3) Due to the second point the only class that is expected to get any really useful Ki Techniques is the Technician, which i find unfortunent. However this is a bigger problem than the low MK.
However granting +50MK/level to Technicians would be overpowered. Maybe 5-10 more a level at max (and that is stretching it). Technicians are already one of the strongest fighting classes in the game, giving them more MK would mean needing to increase other classes power by a greater amount (if you give more MK to everyone Technicians would either become obsolete or the most powerful class in the game. Also if you allow Wizards and Mentalists they would need a boost of their own to keep up).
I would advise increasing the MK of every class by +(20-(5*[current MK/level]/10) min 0 (technician would gain +0 (20-(5*5)) in this, Tao +5 (20-(5*3)), Weapon Master +15 (20-(5*1)) which may or may not help for what you want...
1) I simply put the Tao as a comparison, since he is second in line by MK per level, but even with the Martial Arts he can hardly beat the 50 MK/Level of the Technician. But yes, he can get an awful lot in MK this way.
2) Didn't i say that too? Glad we agree.
3) Interesting calculation, i will bring it up to my GM this WE. It does sound promising, so thank you in advance for it (even if we should not use it ^^ )
Honestly, if I were going to run the kind of game you are describing, I'd do the following:
1) Double all class MK awards
2) All characters start with Use Ki free
3) All characters start with one level of Ki recovery
4) Use the rules for a single ki pool
This would create a campaign world where characters (not necessarily mundanes, they don't have to get these benefits) would be martial masters without compare. But if you wanted to go further, here's a few more options:
1) Every level, characters get 10 DP worth of KI.
2) Every level, characters get 30 points worth of accumulation for free.
3) All characters can start with an Elemental Bloodline for free (this fits those anime where characters have an elemental nature to start with). If they want more than one, they pay the normal costs (thereby keeping such characters more rare).
Getting Use of Ki for free is a little over the top in my opinion. Otherwise interesting idea for an all-Ki party.
In the end it simply depends on what a GM wants his players characters to be capable of.
Our group's GM gave +5 MK/level to pure fighters, prowlers and shadows as they belong to both archetypes.
The main concern of many of our players was, that they wanted to create techniques, but didn't have enough MK to make really useful ones. In return our Tao/Technician got a +10 /level Tao class bonus to one secondary or so I think.
Lia Valenth said:
Getting Use of Ki for free is a little over the top in my opinion. Otherwise interesting idea for an all-Ki party.
Why? The power as written does nothing but deduct points. If the campaign's basic campaign assumption is simply: Everybody is Kung Fu Fighting! then that speed bump is unnecessary.
I even think there is a place in Dominus Exxet where it even suggests something like this for a similar campaign.