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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Jun 12, 2013 4:18 pm Post subject: |
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cheshire wrote: | My basic premise entering into the project is that the vast majority of fans say that the martial arts maneuvers are too powerful as specializations. My thought was to make it an advanced skill, doubling the CP cost, but allowing you to specialize in individual arts. For example, if I go out to train somewhere in the real world, I don't study ALL martial arts, I start with a particular discipline, such as Tae Kwon Do, Krav Maga, or Baritsu. They will each teach me different techniques in line with their own philosophy. |
I prefer an even simpler model. It doesn't matter what martial art you train in the basic premise is that it teaches you advanced combat techniques that allow you to do more damage, hit more often or avoid damage more effectively.
Rather than having to quantify the different philosophies and styles I'd prefer to just work out the formula for each type of move and then allow that most styles of martial arts will have something that fits the bill.
So if someone knew Tae Kwon Do and wanted to do Strength +2D damage then I'm happy to assume that something in their arsenal will do that (they can even come up with the name) the important thing for the GM is to come up with the difficulty. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view.
Last edited by Esoomian on Wed Jun 12, 2013 5:43 pm; edited 1 time in total |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Wed Jun 12, 2013 4:53 pm Post subject: |
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I like that simpler approach, Esoomian, though I do understand the desire (by some) to have things a little more detailed. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16406 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jun 13, 2013 8:35 am Post subject: |
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I'm leaning more towards a results based system as opposed to the official maneuver based system. As part of my Lightsaber combat system, I came up with damage charts for what the character is trying to do to his opponent: stun, knockdown, disarm, etc. Individual Martial Art forms would then provide situational bonuses based on their style and emphasis (defense, attack, speed, power, etc.) _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4866
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Posted: Thu Jun 13, 2013 2:12 pm Post subject: |
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This is good to know. If the general trend of the community is in another direction, I should probably just keep the project on the back burner as a personal one rather than bump it up for publishing. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Thu Jun 13, 2013 5:38 pm Post subject: |
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This is interesting. My approach to martial arts is similar to what others have posted. I treat it as a collection of advanced skills that add bonuses to various situations (damage, parriea, grappling, ect) depending on the specific focus of the style.
For example, a very aggressive martial art might add a +2 or +3 damage bonus for each die in the advanced skill. While a softer style might allow the character to forgo dealing damage at all in order to gain a bonus to his parry roll in proportion to his skill level. |
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