Martial Arts cost

Nico

New Member
#1
I have a question about the cost of Martial Arts. Why is it so expensive? Compared to it's counterparts, it is 22.22% more expensive than Devotion, 57% more than Casting, and 120% more than Channeling. A person focusing in hand to hand also has to worry about Strength, Agility, and Toughness (mostly for grapplers that have to block and that sweet sweet talent called Endurance so you can tank some hits). Where as a Marshal, Arkanist, or Psykic only have the one stat to build so they would have much more xp to spend on other things and due to such a much more fleshed out character.
 

Konrad

Wordsmith
Staff member
INDE Staff
Shattered GM
#2
It's a fair question, Nico. To answer your first question, we'll have to discuss the other points first.

A person focusing in hand to hand also has to worry about Strength, Agility, and Toughness (mostly for grapplers that have to block and that sweet sweet talent called Endurance so you can tank some hits).
Like you've already stated, this is largely dependent on playstyle. You could opt to be a pure Agility striker and place a few points in Toughness for the extra health, or a full Strength grappler. All three stats are not explicitly necessary for a martial artist to perform well. Additionally, those who choose not to be martial artists will still need Agility or Toughness to some degree to enhance their preferred reaction: Block or Dodge. So the discrepancy there is little to none-- depending on your build choices. It is true that martial arts as a talent costs more than the others, so let's compare what goes into each.

Psykics are able to perform ranged abilities at the risk of gaining fatigue. Fatigue can eventually incapacitate a character, dropping them out of the fight. Arkänists are able to perform ranged abilities at the risk of overcast points, which can remove their ability to cast spells until they find time to rest. Marshals gain access to some passive situational features (scrying, graces) and miracles, which require conviction points. Once they run dry on CP, they must rest to regain these points.

Martial Artists gain new abilities (Styles) and passive buffs to their combat performance (Impacts & Racial features). The key note here is that these have no risk factor beyond the dodge/block reaction of their opponents. Failure will not eventually strip them of access to these features, and there is no limit to the number of times these abilities and buffs can be applied, theoretically (there are some daily use limits).

So, while an arkänist is able to apply great area damage at range, psykics have really neat mind control features, and marshals can provide powerful buffs, these all have limits. A martial artist cannot be disarmed, suffers no overcast penalties, does not suffer fatigue from their abilities, and doesn't have a limited pool of points to spend.

I hope that helps put martial arts in a better light for you!
 

Nico

New Member
#3
Understood. It's just hard to see it that way sometimes when the Arkanist is rolling 2d6 against 4 people twice in a round at range while i'm swinging at one target for 1d6+5 (+1 from MA) at the same AP cost and then be the one that's in range for the enemies attacks.
 
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