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New martial art form
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Esoomian
High Admiral
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Joined: 29 Oct 2003
Posts: 6207
Location: Auckland, New Zealand

PostPosted: Wed Jun 12, 2013 4:18 pm    Post subject: Reply with quote

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.
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Last edited by Esoomian on Wed Jun 12, 2013 5:43 pm; edited 1 time in total
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DougRed4
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Joined: 18 Jan 2013
Posts: 2295
Location: Seattle, WA

PostPosted: Wed Jun 12, 2013 4:53 pm    Post subject: Reply with quote

I like that simpler approach, Esoomian, though I do understand the desire (by some) to have things a little more detailed.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
Posts: 16406
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Jun 13, 2013 8:35 am    Post subject: Reply with quote

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.)
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cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4866

PostPosted: Thu Jun 13, 2013 2:12 pm    Post subject: Reply with quote

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.
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Naaman
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Joined: 29 Jul 2011
Posts: 3190

PostPosted: Thu Jun 13, 2013 5:38 pm    Post subject: Reply with quote

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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