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Pricing for a judo toss power

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  • Pricing for a judo toss power

    For a player wanting a martial arts character with a reflexive judo toss, I was initially thinking reaction trip with an attack check required. Still, would only cost 3 points, given that it would only need one rank, since ranks only apply to additional damage. Should I require the player to buy ranks equal to their strength damage, perhaps with a discount for it being limited to tripping?

    Alternatively, should I just give up the idea of using a traditional trip and make a reaction affliction (hindered, prone) limited degree, attack check required for the power?

    I wouldn't want to rob a player of a true martial artist feel, but I also don't want to make something too useful if it's so cheap.

    Any suggestions for keeping this balanced would be appreciated.

  • #2
    Originally posted by CoolTieGuy View Post
    For a player wanting a martial arts character with a reflexive judo toss, I was initially thinking reaction trip with an attack check required.
    Not a bad idea, although Trip as a Maneuver is a little weird to work into a power. You should definitely require the PC to have Impoved Trip to avoid the -2 penalty and potential reversal on failure, but as a martial art type that shouldn't be a hard sell. Trip effectiveness is also not based on STR directiy, but on opposed checks of Athletics or Acrobatics as both attacker and defender, and ImpTrip lets the attacker choose which skill the defender uses, so it can be completely unaffected by STR at all (which is kind of the central concept to most martial art throws).

    Should I require the player to buy ranks equal to their strength damage, perhaps with a discount for it being limited to tripping?
    How about no discount, but each rank bought covers 4 ranks of the existing appropriate skill ranks to be used in the reaction? By sheer coincidence this makes for a 4p/rank power that give +4 skill ranks of effect per rank, so it kind of works out 1 for 1. So if your PC had +8 Acro, they could get 2 ranks of Trip w/Reaction for 8p; as GM, you could allow that parity to work on uneven numbers, so a PC with Acro +11 could get full advantage with 11p.

    Too expensive? You make it an alternate effect, either in an existing array of martial arts attacks or stances, or a stand AE of STR for 1p. Alternatively, you could use Triggered instead of Reaction, requiring that the PC take a Standard Action to "reset" the trip after use.

    I wouldn't want to rob a player of a true martial artist feel, but I also don't want to make something too useful if it's so cheap.
    There's also the no-cost option of Ready Actions, where the martial artist uses a Standard action to not attack but prepare to trip their opponent if they attack, which is maximum verisimilitude.

    Also, if you don't mind a little homebrew, you could make it a Custom Advantage to allow a Trip as a Reaction while using the Defend Action, similar to other defending Advantages like Weapon Bind or Break. Honestly, I'm a little surprised it doesn't already exist.
    Last edited by JDRook; 26th October 2019, 03:49 PM.
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    • #3
      The 4p/rank for +4 ranks sounds reasonable. I'm not sure how a reaction power would work in an array, but I'll keep it in mind. I really like the custom advantage with the defend action. I plan to add it to my custom advantage list for my players.

      Thanks for the help.

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      • #4
        Originally posted by CoolTieGuy View Post
        The 4p/rank for +4 ranks sounds reasonable. I'm not sure how a reaction power would work in an array, but I'll keep it in mind.
        Reactions can be deliberately turned off, so they're not like Permanent effects. It's not like your PC is going to flip every person who shakes their hand. I think having an array of several defensive stances (Trip for Judo Throw, Counterpunch, etc) for a martial artist would be very appropriate, requiring only that the PC choose which array slot is active as a free action on their previous turn. The most important consideration is that the player can't turn it on or off whenever they want, but only on their turn as a Free Action; that's true whether it's arrayed or not.

        I really like the custom advantage with the defend action. I plan to add it to my custom advantage list for my players
        It's probably best modelled after Weapon Bind, just removing the Disarm action and replacing it with Trip. Note that they make a point that the with WB that the disarm is "normal", meaning there's still a -2 penalty and chance for reversal on failure, so Defensive Throw (as a sample name) should be built the same. It's not clear whether Improved Disarm modifies Weapon Bind, so it's your choice if ImpTrip takes away Defensive Throw penalties. I'd actually recommend against it: let ImpTrip work with deliberate Trip actions done during the PC's turn, but use the basic version when doing it in combination with the Defend action.
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