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Gurps Martial Arts ハードカバー – 2007/8/22
英語版
GURPS
(著)
- 本の長さ240ページ
- 言語英語
- 出版社Steve Jackson Games
- 発売日2007/8/22
- 寸法22 x 1.7 x 28.3 cm
- ISBN-101556347626
- ISBN-13978-1556347627
登録情報
- 出版社 : Steve Jackson Games (2007/8/22)
- 発売日 : 2007/8/22
- 言語 : 英語
- ハードカバー : 240ページ
- ISBN-10 : 1556347626
- ISBN-13 : 978-1556347627
- 寸法 : 22 x 1.7 x 28.3 cm
- カスタマーレビュー:
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他の国からのトップレビュー
Ernie
5つ星のうち5.0
Love it
2023年7月17日にドイツでレビュー済みAmazonで購入
Great book, but have no friends to play it with.
Wellspring
5つ星のうち5.0
Great as a reference, fantastic as an RPG supplement.
2012年5月4日にアメリカ合衆国でレビュー済みAmazonで購入
I can't say enough about this book.
First, the content is incredibly well researched. Martial Arts is one of those great supplements you find yourself turning to in almost any RPG setting. It gets its history right, and that alone makes it a unique gem compared to most RPGs. But it goes on to explain how important concepts are presented in the relevant fiction, including movies, TV, literature, and even other RPGs. It manages to give the reader exactly the level of detail they want. Happily, the book gives a nice balance of historical, mythological and modern styles. You've got the usual suspects (different brands of kung fu and karate), but also Islamic and European medieval styles, several schools of fencing, ancient greek and roman sports, (Asian) Indian martial arts, modern MMA styles, military styles like Krav Maga, and much more. This includes an exhaustive weapons directory, a catalog of styles, historical information, and more. Many popular myths are identified, explained and corrected. The bibliography alone is amazing. If you're a gamer, this is the book for you. Actually, if you're looking for a good introductory reference and can stomach the fact that this is a roleplaying supplement, this is the book for you.
Taken strictly as a game supplement for GURPS, I'd call it a must-have. The new rules are optional but well-thought out and mesh well with the existing system. A few rules from Low Tech (e.g. scabbards) didn't make it into Martial Arts, but there is a still fair degree of duplication. (The scabbards rule seems to be intended to bring weapon weights in the Basic Set into line with historical weapons and probably SHOULD have been reprinted here). The style rules don't just add flavor, they make the existing system more structured and comprehensible for newbies. Templates for futuristic and supernatural martial arts are simple, logical, useful and balanced. Guidelines for creating new techniques and styles are very clear. This book fits in with pretty much any game concept and setting, but manages somehow to be very specific as well.
Some bad news: First, the hardcover edition is long out of print and hard to find. Second, one area which the book pretty much ignores is firearms (use GURPS Tactical Shooting and the PDF supplement Gun Fu for that). Some of the style perk entries aren't clearly worded. A few longstanding ambiguities remain in the combat rules despite this being the perfect place for a clarification.
Overall, a GM should be buying this after the Basic Set and whatever setting-specific supplements (e.g. Low Tech and Magic for fantasy, or Ultra Tech for a science fiction game) they will be using. It's not STRICTLY needed by players, but they'll probably want a copy, too.
First, the content is incredibly well researched. Martial Arts is one of those great supplements you find yourself turning to in almost any RPG setting. It gets its history right, and that alone makes it a unique gem compared to most RPGs. But it goes on to explain how important concepts are presented in the relevant fiction, including movies, TV, literature, and even other RPGs. It manages to give the reader exactly the level of detail they want. Happily, the book gives a nice balance of historical, mythological and modern styles. You've got the usual suspects (different brands of kung fu and karate), but also Islamic and European medieval styles, several schools of fencing, ancient greek and roman sports, (Asian) Indian martial arts, modern MMA styles, military styles like Krav Maga, and much more. This includes an exhaustive weapons directory, a catalog of styles, historical information, and more. Many popular myths are identified, explained and corrected. The bibliography alone is amazing. If you're a gamer, this is the book for you. Actually, if you're looking for a good introductory reference and can stomach the fact that this is a roleplaying supplement, this is the book for you.
Taken strictly as a game supplement for GURPS, I'd call it a must-have. The new rules are optional but well-thought out and mesh well with the existing system. A few rules from Low Tech (e.g. scabbards) didn't make it into Martial Arts, but there is a still fair degree of duplication. (The scabbards rule seems to be intended to bring weapon weights in the Basic Set into line with historical weapons and probably SHOULD have been reprinted here). The style rules don't just add flavor, they make the existing system more structured and comprehensible for newbies. Templates for futuristic and supernatural martial arts are simple, logical, useful and balanced. Guidelines for creating new techniques and styles are very clear. This book fits in with pretty much any game concept and setting, but manages somehow to be very specific as well.
Some bad news: First, the hardcover edition is long out of print and hard to find. Second, one area which the book pretty much ignores is firearms (use GURPS Tactical Shooting and the PDF supplement Gun Fu for that). Some of the style perk entries aren't clearly worded. A few longstanding ambiguities remain in the combat rules despite this being the perfect place for a clarification.
Overall, a GM should be buying this after the Basic Set and whatever setting-specific supplements (e.g. Low Tech and Magic for fantasy, or Ultra Tech for a science fiction game) they will be using. It's not STRICTLY needed by players, but they'll probably want a copy, too.
George Anderson
5つ星のうち5.0
A Mature Product
2007年10月31日にアメリカ合衆国でレビュー済みAmazonで購入
GURPS Martial Arts for 4th edition is a mature product that embodies the professionalism and attention to detail found in all GURPS products. This hardbound volume encompasses all previous editions of GURPS Martial Arts, and more than just updating them to 4th edition, matures them by keeping what has worked and cleaning up issues found from previous editions. This places GURPS Martial Arts among the most thoroughly play tested supplements on the market today. I consider this product to be one of the GURPS "core" books in my collection.
A. Sommer
5つ星のうち5.0
Excellent
2007年11月8日にアメリカ合衆国でレビュー済みAmazonで購入
Well organized, clearly written, and chock full of information.
This book contains a great deal of material any melee character will find useful, regardless of if their preferred kind of combat involves empty hands or a weapon. Unlike the 3rd Edition softcover, this book does not focus on hand-to-hand styles to the exclusion of all else.
This book contains a great deal of material any melee character will find useful, regardless of if their preferred kind of combat involves empty hands or a weapon. Unlike the 3rd Edition softcover, this book does not focus on hand-to-hand styles to the exclusion of all else.
Peter Reyes
5つ星のうち4.0
Well made structurally, but pages printed in black and white which hurts the artwork on the inside.
2021年6月7日にアメリカ合衆国でレビュー済みAmazonで購入
I’ve yet to be disappointed with any GURPS sourcebook and I actually own this on PDF as well, so I went in knowing that it was good. I bought this hardcopy under the GURPS on demand deal that SJ Games has with Amazon and, while I am pleased with overall structural quality of the book, it’s printed in black and white. This is not too big a deal, but some of the artwork does suffer due to the lack of color. Other than that, as I said before, the book is well-made and and a welcome addition to my collection of hardcopy RPG books, which I’m just starting to rebuild.