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martial arts
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garhkal
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PostPosted: Fri May 29, 2015 2:39 am    Post subject: Reply with quote

Perhaps it could be treated like how white wolf or shadowrun do.. You have a stun(normal) track, then a lethal(aggravated) track.
Brawl damage does stun up till the 'killed result' then restarts over with lethal damage. Martial arts go straight to being lethal.
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Naaman
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PostPosted: Fri May 29, 2015 8:19 pm    Post subject: Reply with quote

Stun only for regular brawling is a pretty good idea... short of that, if you wanted to still allow real damage with brawling, perhaps you could telescope the scale such that a damage result of 12 is wounded, 16 is incapacitated, 24 is mortally wounded and 30+ is killed. Taking the advanced skill would of course use the standard damage scale.

Just a thought...
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garhkal
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PostPosted: Sat May 30, 2015 12:41 am    Post subject: Reply with quote

Shifting it to stun is easier to track imo.
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Ning Leihrec
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PostPosted: Sat May 30, 2015 12:49 am    Post subject: Reply with quote

I like Garhkal's rule. It allows someone who isn't a wookie to eventually beat a victim to death with bare hands. I might add that it makes sense for the untrained assailant to incur damage of their own, equal to half the number of dice their attacks register AFTER they break through to full damage. Hurts to really beat somebody down.
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CRMcNeill
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PostPosted: Sat May 30, 2015 12:51 am    Post subject: Reply with quote

I agree with Brawling inflicting Stun damage, and upgrading to normal after a "Killed" result, but there should be at least some way to escalate to normal damage for the untrained, either by accident or intent. People are killed or badly injured in fights all the time. I would suggest that Brawling damage gets upgraded from Stun to Normal on a Wild Dice result (success or failure, depending on your preference).
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Naaman
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PostPosted: Sat May 30, 2015 6:34 am    Post subject: Reply with quote

I agree, and that seems like a good way to handle it.
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Ning Leihrec
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PostPosted: Sat May 30, 2015 8:17 am    Post subject: Reply with quote

Excellent solution.
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Law964
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PostPosted: Sat May 30, 2015 12:54 pm    Post subject: Reply with quote

We used to have brawling deal stun damage by default. After someone achieved 4D in their skill, they could take a martial arts "advantage" for 10 cp. It allowed them to deal lethal damage with a brawling attack and added 1D to damage for every 3D in their brawling skill. We were using the D6 Space strength damage, I believe. It was Strength code divided by 2, round up to next whole die value. Believe we gave +1 to damage for every 1D in lifting above 5D, as well. This helped minimize the whole "wookie with a vibro-axe" problem that some people see.

Slight tangent. Sorry.
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garhkal
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PostPosted: Sat May 30, 2015 4:48 pm    Post subject: Reply with quote

crmcneill wrote:
I agree with Brawling inflicting Stun damage, and upgrading to normal after a "Killed" result, but there should be at least some way to escalate to normal damage for the untrained, either by accident or intent. People are killed or badly injured in fights all the time. I would suggest that Brawling damage gets upgraded from Stun to Normal on a Wild Dice result (success or failure, depending on your preference).


What of

Damage over soak roll
0-4 stun (stun chart)
5-8 stunned twice (stun chart)
9-12 Incapacitated (stun chart),
13-16 wounded (phys chart)
17-20 wounded twice (physical chart)
21-24 Incap (phys chart)
25-28 mortally wounded (phys chart)

That way a great damage roll can still push it to physical damage.
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Savar
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PostPosted: Sat May 30, 2015 10:41 pm    Post subject: Reply with quote

Brawling, stun, on a six on the wild die the char may choose to do lethal.

? Called shot to do lethal ?

Martial arts, lethal or stun as char chooses, damage is dice in martial arts (A) to a max of 2*starting strength.

That way no nasty tables to worry about.
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