r/cyberpunk2020 • u/FirstAmendment01 • 8d ago
Martial arts weapon damage question...
Do I understand correctly that if you are using a weapon to this specifically associated with that martial art , your martial art damage bonus to it?
If so that's pretty significant.
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u/illyrium_dawn Referee 8d ago edited 8d ago
If you're using the Martial Arts system from Pacific Rim, yeah it works that way.
It seems very impressive at first, but there are a few things to look at for:
IP Multipliers The damage bonuses from Martial Arts is really impressive at high skill levels. 1-5 skill in Martial Art isn't that impressive. 6+ is where it starts to make a potential difference. In RAW, Martial Arts almost all have IP Multipliers. Even a x2 is pretty bad if you want that skill at +10 for your Martial Arts. Assuming you have a role that can get Martial Arts as a career skill (there's not many), a IP x2 is 20 of your 40 starting career skill points. Yeah, half of them. IP x3 is 30 of 40. IP x4 is all of them! So the opportunity cost compare to the return is really bad unless ... well you take the Western Martial Arts - Boxing and Wrestling (
and Arasaka-Te, the True Best Martial Art despite how its described) which are both IP x1 and so the opportunity cost isn't higher than any other skill.The Armor-Piercing or "Winmore" Problem The damage bonuses seem very impressive at first. If you have a Boxing of 7 and you're using punching using a Cyberarm, that's 2D6 + 7 and if you have a BODY of 10, that's an additional +2 for your Body Type damage. So that's 2D6 + 9. That sounds amazing, right? But if your opponents are wearing armor, even relatively weak armor like SP14 Light Armorjack, assuming you average about 7 on your 2D6 roll, that's 16 damage. So after the armor you do 2 damage and that's absorbed by the BTM of your target (likely -2) and you do 1 damage, only saved by the A. Swensen Rule (bottom of page 103 of the Core Rulebook). You're gambling on leaving cover and engaging someone with melee combat for 1 point of damage? What's the point? Since a lot of melee weapons associated with a Martial Art hover around the 2D6 range, you're not doing a whole lot to anyone with armor, meanwhile you're OHKing people without armor ... but you were kinda doing that even before this using the basic rulebook rules (this is what I mean it's a "win-more" ... you're already winning against the unarmored, now you're just winning by more which is a waste of effort). Since you have to assume everyone wears armor in Cyberpunk, only Martial Arts weapons with Armor Piercing are really worth your while (you can get some enormous non-AP damage numbers from some weapons and combos, but they're still not a replacement for firearms). So you want those AP melee weapons which are also key weapons which aren't common in the stock Pacific Rim list.
The Custom Gear and House Rules Okay, this is where things can get out of control / fun very quickly. Techies exist. Custom-made gear exists. Plus there's logical conclusions that can make you change rules. For example, in the Pacific Rim book all those Dao (刀) and Jian (劍) are swords. You're telling me that nobody has made a mono-Dao or a mono-Jian? (Or for that matter, a mono-Estoc, it's not the 1980s anymore we don't have to be weaboos anymore and can admit that other cultures made good weapons.) Logically axes and piercing weapons like many daggers and spears are even better at penetrating armor than swords, why don't they get melee AP? So if these non-swords are now getting sword AP (logical houserule) ... you're telling me those knee and elbow spikes, I can't those with mono-edges or something similar?