I just happened to be reviewing the alternate EXP rules in that issue and re-read the skills article as well.<br />Since I'm now running a AD ruled game the skill specialization rule really grabbed me. <br /><br />To summarize: you pay a one time exp fee and get a +10 on one subskill of a skill in your PSA. <br />The author felt that martial arts didn't really qualify for this but martial arts has 3 subskills Tumbling (-1damage/ level), defensive throws (automatic damage equal to punching score when breaking a grappling hold plus knocking the opponent down), and nerve combat (expands the chance to knock out an opponent with an unarmed hit) <br /><br />Ok so I could apply the specialization rule to these subskills however adding +10 for defensive throws to the punching score seems high though in a game with lasers how often do PCs get grabbed? <br />or increase the nerve combat knock out range by 10 though that seems a bit high too.<br /><br />I suppose that the problem is that the skill specialization rule as written only increases the chance of success but applying it to the martial arts skill increases the effects not the chance of success which is why it seems unballanced to me to try to apply it to martial arts.<br /><br />Anyone have any thoughts on this?<br /><br />Its only an issue because I'm running a significant NPC in my game who is a yazerian priest styled after David Carridine in Kung Fu and I was thinking that specialization in nerve combat would fit the character concept well.<br /><br /><br /><br /><br />
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