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Brawling & Martial Arts Maneuvers
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Totally Not An ISB Agent
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PostPosted: Tue Jan 09, 2024 12:16 pm    Post subject: Brawling & Martial Arts Maneuvers Reply with quote

Between me tinkering with Martial Arts and the recent discussions on Dodge, I decided to lay out the maneuvers available to a character using Brawling. I like the Martial Arts maneuvers (or Techniques as they call them) that are in REUP and found that they blend fairly well with the concept of Key Attacks in Cyberpunk 2020. I've expanded a bit on the Grapple/Hold maneuvers.

So the basic maneuvers available in Brawling (and by extension, Martial Arts) are:

Punch: You attempt to deliver a blow with your fist.
Difficulty: Very Easy or target's defense reaction.
Effect: The blow delivers STR damage if the skill roll is successful.

Kick: You attempt to deliver a blow with your foot.
Difficulty: Very Easy or target's defense reaction.
Effect: The blow delivers STR+1D damage if the skill roll is successful.

Grapple: You attempt to grab onto a target.
Difficulty: Moderate or target's defense reaction.
Effect: You attempt to grab onto your opponent. This maneuver must be performed first before you may attempt a Throw, Hold, Break, Choke or Crush maneuver and does not deal damage. On a successful skill roll, you and your opponent are considered Grappled. Grappling is a continuous condition and the combatants remain Grappled until one successfully escapes. A combatant may use Lifting or STR in lieu of Brawling to attempt an escape, and after the initial successful attack, the attacker may also use Lifting or STR to maintain the Grapple. Note that if one of the combatants attempts to escape and the other wishes to let him go, the grapple is ended automatically without any rolls necessary.

Hold: You attempt to hold a target immobile.
Prerequisite: Grapple
Difficulty: Moderate or target's defense reaction.
Effect: If you are already grappling with a target, you may attempt to Hold them immobile. If the skill roll is successful, the target must successfully escape from the Hold before they can attempt any other action. If the skill roll is unsuccessful, you still remain Grappled. Either side may use Lifting or STR in lieu of Brawling to use or escape from this maneuver.

Break: You attempt to inflict damage on an immobile target.
Prerequisite: Hold
Difficulty: Moderate or target's defense reaction.
Effect: If you have your opponent in a Hold, you may attempt to inflict damage. If the skill roll is successful, you inflict STR+1D damage to your target. Armour typically does not help to reduce this damage. Either side may use Lifting or STR in lieu of Brawling to use or escape from this maneuver.

I've also folded Brawling Parry into Brawling, which gives these maneuvers:

Avoid: You bob and weave and attempt to avoid the attack entirely.
Difficulty: Target's attack roll.
Effect: If successful, you will take no damage from the attack. You may attempt to use this maneuver against ranged weapons at the following Difficulties:


Parry: You attempt to deflect the attack using your arm or leg.
Difficulty: Target's attack roll.
Effect: If successful, you will take half damage from the attack, but this may be mitigated by armour or a shield. You may attempt to use this maneuver against ranged weapons at the Difficulties listed under the Avoid maneuver.

Block: You attempt to stop an attack by interposing your arm or leg.
Difficulty: Target's attack roll.
Effect: You will take damage from the attack, but this may be mitigated by armour or a shield. You may attempt to use this maneuver against ranged weapons at the Difficulties listed under the Avoid maneuver.

The other Maneuvers listed under Martial Arts may be attempted using just Brawling, but at an increased Difficulty.

Thoughts?


Last edited by Totally Not An ISB Agent on Thu Jan 18, 2024 10:15 am; edited 1 time in total
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PostPosted: Fri Jan 12, 2024 10:51 am    Post subject: Brawling Skill Reply with quote

Here is my version of the Brawling skill. I will also add write-ups for the Melee, Lightsaber, and Martial Arts skills with their associated manoeuvres.

Brawling

Time Taken: One Round
Specializations: Punching, Kicking, Wrestling, Avoidance
Description: This is the 'close combat' skill used for fighting hand-to-hand without any weapons. Most creatures have a good Brawling skill. The base difficulty to make a Brawling attack is Very Easy or an opposed roll if the target uses Brawling, Melee Combat, or Lightsaber to block/parry/avoid the hit. Brawling is also a 'reaction skill' used to avoid being hit by a Brawling attack if you're unarmed. Brawling may also be used to block/parry/avoid armed close combat attacks or ranged weapon fire, but at reduced effectiveness.

The following Key Manoeuvres are available when using the Brawling skill. Note that you may use other close-combat manoeuvres than the ones listed here, but at a higher difficulty.
    Punch: You attempt to deliver a blow with your fist.
    Difficulty: Very Easy or target's defence reaction.
    Effect: The blow delivers STR damage if the skill roll is successful.

    Kick: You attempt to deliver a blow with your foot.
    Difficulty: Very Easy or target's defence reaction.
    Effect: The blow delivers STR+1D damage if the skill roll is successful.

    Grapple: You attempt to grab onto a target.
    Difficulty: Moderate or target's defence reaction.
    Effect: You attempt to grab onto your opponent. This manoeuvre must be performed first before you may attempt a Throw, Hold, Break, Choke or Crush manoeuvre and does not deal damage. On a successful skill roll, you and your opponent are considered Grappled. Grappling is a continuous condition and the combatants remain Grappled until one successfully escapes. A combatant may use Lifting or STR in lieu of Brawling to attempt an escape, and after the initial successful attack, the attacker may also use Lifting or STR to maintain the Grapple. Note that if one of the combatants attempts to escape and the other wishes to let him go, the grapple is ended automatically without any rolls necessary.

    Hold: You attempt to hold a target immobile.
    Prerequisite: Grapple
    Difficulty: Moderate or target's defence reaction.
    Effect: If you are already Grappling with a target, you may attempt to Hold them immobile. If the skill roll is successful, the target must successfully escape from the Hold before they can attempt any other action. If the skill roll is unsuccessful, you still remain Grappled. Either side may use Lifting or STR in lieu of Brawling to use or escape from this manoeuvre.

    Break: You attempt to inflict damage on an immobile target.
    Prerequisite: Hold
    Difficulty: Moderate or target's defence reaction.
    Effect: If you have your opponent in a Hold, you may attempt to inflict damage. If the skill roll is successful, you inflict STR+1D damage to your target. Armour typically does not help to reduce this damage. Either side may use Lifting or STR in lieu of Brawling to use or escape from this manoeuvre.

    Escape: You attempt to break free from a Grapple, Hold, Break, Choke, or Crush.
    Difficulty: Target's attack roll.
    Effect: On a successful roll, you can free yourself from continuous situations. If you are in a Break situation, you can escape to a Hold. If you are in a Hold, Choke, or Crush situation, you can escape to a Grapple. If you are in a Grapple, you can escape out of close combat. Either side may use Lifting or STR in lieu of Brawling to use this manoeuvre.

    Avoid: You bob and weave and attempt to avoid the attack entirely. Note that unlike using Agility to Dodge a ranged attack, you may use this manoeuvre whilst not moving.
    Difficulty: Target's attack roll.
    Effect: If successful, you will take no damage from the attack. You may attempt to use this manoeuvre against ranged weapons at the following Difficulties:
      Thrown Weapons: Difficult
      Slow Projectiles: Very Difficult
      Fast Projectiles: Heroic
      Blaster: Heroic

    Block: You attempt to stop an attack by interposing your arm or leg.
    Difficulty: Target's attack roll.
    Effect: You will take damage from the attack, but this may be mitigated by armour or a shield. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.

    Parry: You attempt to deflect the attack using your arm or leg.
    Difficulty: Target's attack roll.
    Effect: If successful, you will take half damage from the attack, but this may be mitigated by armour or a shield. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.

Specialization:
Specializing in a Brawling style removes some of the Key Manoeuvres (you may still use them, but at a higher difficulty) and adds a new Key Manoeuvre.

Punching: Specializing in punching removes Kick, Grapple, Hold, Break, and Escape from your Key Manoeuvres, but grants access to the Roundhouse Punch manoeuvre.
    Roundhouse Punch: A roundhouse punch sacrifices accuracy for power.
    Difficulty: Very Easy or target's defence reaction, but the attacker has a -1D penalty to his attack roll.
    Effect: The blow delivers STR+1D damage if the skill roll is successful.

Kicking: Specializing in kicking removes Punch, Grapple, Hold, Break, and Escape from your Key Manoeuvres, but grants access to the Roundhouse Kick manoeuvre.
    Roundhouse Kick: A roundhouse kick sacrifices accuracy for power.
    Difficulty: Very Easy or target's defence reaction, but the attacker has a -1D penalty to his attack roll.
    Effect: The blow delivers STR+2D damage if the skill roll is successful.

Wrestling: Specializing in wrestling removes Punch and Kick from your Key Manoeuvres, but grants access to the Flip/Throw manoeuvre.
    Flip/Throw: Once you have your opponent Grappled or Held, you can try to Flip or Throw them.
    Difficulty: Moderate or target's defence reaction.
    Effect: On a successful roll, the character either uses leverage to flip his opponent or picks up his opponent and hurls him into the ground, a wall, a vehicle, or another obstacle. Armour does not work against Flip/Throw damage (or falling damage). On a failed Flip/Throw, you are simply still grappled.

    Flip: The character holds his opponent's wrist, arm, leg, or similar body part, and jerks violently, causing the opponent to fall to the ground. The opponent takes STR damage from slamming into the ground and is prone.

    Throw: The character picks up his opponent and hurls him. Lifting the opponent counts as an action (using the Lifting skill). If successful, the character may then hurl his opponent. Once slammed into an object or the ground, the target takes STR+1D damage and is prone. The object being slammed into takes the STR damage of the opponent.

Avoidance: Specializing in avoidance removes Punch, Kick, Grapple, Hold, and Break from your Key Manoeuvres, but grants access to the Throw manoeuvre listed above.

C&C welcome.


    Last edited by Totally Not An ISB Agent on Sat Jan 13, 2024 9:30 am; edited 1 time in total
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    PostPosted: Fri Jan 12, 2024 3:58 pm    Post subject: Reply with quote

    I forgot where i saw it, but i remember someone's HR for a martial art based brawl, specifically for pugalists.. had rules for 5 of the main types of punches, Jabs, Uppercuts, hooks, round houses (or over hand rights), and straight hand punches. Jabs were the base punch, hooks and uppercuts were str +1d, iirc round houses were Str+1d+2.
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    PostPosted: Sat Jan 13, 2024 9:33 am    Post subject: Melee Combat Skill Reply with quote

    Here is my version of the Melee Combat skill.

    Melee Combat
    Time Taken: One Round
    Specialization: Specific type of melee weapon – swords, knives, axes, vibroblades, vibro-axe
    Description: This is the 'close combat' skill used for all melee weapons (except Lightsabers, which is covered under the Lightsaber skill). Melee weapons include knives, vibro-axes, force pikes, gaderffii sticks, clubs, bayonets and even impromptu weapons like chairs and blaster butts. The difficulty is determined by the type of weapon, as listed under the description of each weapon. Melee Combat is also a 'reaction skill' used to block/parry a close combat attack if you're armed with a melee weapon.

    The following Key Manoeuvres are available when using the Melee Combat skill. Note that you may use other close-combat manoeuvres than the ones listed here, but at a higher difficulty.

    Strike: You attempt to deliver a blow with a melee weapon.
    Difficulty: Weapon Difficulty or opponent’s defence check. Damage based on weapon.
    Effect: If successful, you strike your opponent and deal Weapon + STR damage.

    Avoid: You bob and weave and attempt to avoid the attack entirely. Note that unlike using Agility to Dodge a ranged attack, you may use this manoeuvre whilst not moving.
    Difficulty: Target's attack roll.
    Effect: If successful, you will take no damage from the attack. You may attempt to use this manoeuvre against ranged weapons at the following Difficulties:
      Thrown Weapons: Difficult
      Slow Projectiles: Very Difficult
      Fast Projectiles: Heroic (may damage your weapon)
      Blaster: Heroic (will likely damage your weapon)

    Block: You attempt to stop an attack by interposing your weapon.
    Difficulty: Target's attack roll. You gain a +1D bonus if you are Blocking an unarmed attack and a -1D penalty if you are Blocking a Lightsaber attack.
    Effect: If successful, you stop the attack. If the attack is unarmed, the attacker takes your Weapon damage. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.

    Parry: You attempt to deflect the attack using your weapon.
    Difficulty: Target's attack roll. You gain a +1D bonus if you are Parrying an unarmed attack and a -1D penalty if you are Parrying a Lightsaber attack.
    Effect: If successful, you deflect the attack away from you. If the attack is unarmed, the attacker takes your Weapon damage. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.
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    PostPosted: Sat Jan 13, 2024 9:53 am    Post subject: Lightsaber Skill Reply with quote

    And my version of the Lightsaber skill.

    Lightsaber
    Time Taken: One Round
    Specialization: Specific type or model lightsaber – double-bladed lightsaber, light-whip
    Description: This is the 'close combat' skill used for fighting hand-to-hand using a Lightsaber, the weapon of the famed Jedi Knights. While a very powerful weapon, a Lightsaber is dangerous to an unskilled user. If an attacking character misses the difficulty number (the base difficulty; not their opponent's parry total) by 10 or more, then the character has injured himself with the weapon and rolls damage on himself (weapon damage only). Lightsaber is also a 'reaction skill' used to parry a close combat attack if you're armed with a Lightsaber. Jedi Knights can parry blaster bolts with a Lightsaber, but that’s only because they have the Lightsaber combat Force power; it’s very, very difficult for a character without the power to parry blaster shots.

    The following Key Manoeuvres are available when using the Lightsaber skill. Note that you may use other close-combat manoeuvres than the ones listed here, but at a higher difficulty.

    Strike: You attempt to deliver a blow with a Lightsaber.
    Difficulty: Weapon Difficulty or opponent’s defence check. Damage based on weapon.
    Effect: If successful, you strike your opponent and deal Weapon + STR damage.

    Avoid: You bob and weave and attempt to avoid the attack entirely. Note that unlike using Agility to Dodge a ranged attack, you may use this manoeuvre whilst not moving.
    Difficulty: Target's attack roll.
    Effect: If successful, you will take no damage from the attack. You may attempt to use this manoeuvre against ranged weapons at the following Difficulties:
      Thrown Weapons: Difficult
      Slow Projectiles: Very Difficult
      Fast Projectiles: Heroic
      Blaster: Heroic

    Block: You attempt to stop an attack by interposing your weapon.
    Difficulty: Target's attack roll. You gain a +2D bonus if you are Blocking an unarmed attack and a +1D bonus if you are Blocking a melee attack.
    Effect: If successful, you stop the attack with your lightsaber. If the attack is unarmed, the attacker takes your Weapon damage. If the attack is with a melee weapon, the melee weapon takes your Weapon damage. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.

    Parry: You attempt to deflect the attack using your weapon.
    Difficulty: Target's attack roll. You gain a +2D bonus if you are Parrying an unarmed attack and a +1D bonus if you are Parrying a melee attack.
    Effect: If successful, you deflect the attack with your lightsaber. If the attack is unarmed, the attacker takes your Weapon damage. If the attack is with a melee weapon, the melee weapon takes your Weapon damage. You may attempt to use this manoeuvre against ranged weapons at the Difficulties listed under the Avoid manoeuvre.
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    PostPosted: Sun Jan 14, 2024 1:07 am    Post subject: Re: Brawling Maneuvers Reply with quote

    This is great stuff. Thanks for sharing!
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    Totally Not An ISB Agent
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    PostPosted: Sun Jan 14, 2024 12:50 pm    Post subject: Martial Arts Reply with quote

    Rather than having Martial Arts as a Specialization of Brawling, I've made several Martial Arts Advanced Skills. There are three basic Martial Arts skills - Martial Arts - Brawling, Martial Arts - Melee, and Martial Arts - Lightsaber. These represent the most basic of Martial Arts styles and are fairly common throughout the galaxy. Well, maybe not so much with the Lightsaber one after Order 66.

    Martial Arts – Brawling (A)
    Multiplier: x2
    Prerequisite: Brawling 5D
    Specialization: none
    Description: This skill covers the multitude of basic unarmed Martial Arts styles that can be found throughout the galaxy. As an Advanced Skill, characters must have the prerequisite skill of Brawling at 5D in order to learn Martial Arts – Brawling. Like other Advanced Skills, characters do not add their DEX attribute to their Martial Arts – Brawling skill. Instead, a character may add his Martial Arts – Brawling skill to either the attack or damage roll when using the Brawling skill. He may also divide up his Martial Arts – Brawling skill dice to add to both attack and damage rolls.

    Example: Zeek has 5D in Brawling and has 1D in Martial Arts – Brawling. He may add the 1D to either his attack or damage roll when using Brawling, or he may break it up into pips and add +1 to attack and +2 to damage (or vice-versa).

    A character with Martial Arts – Brawling has access to the Brawling Key Maneuvers and may choose an additional MA Maneuver (or Technique as they are called in REUP) for every full D he has in the Martial Arts – Brawling skill.


    Martial Arts – Melee Combat (A)
    Multiplier: x2
    Prerequisite: Melee Combat 5D
    Specialization: none
    Description: This skill covers the multitude of basic armed Martial Arts styles that can be found throughout the galaxy. As an Advanced Skill, characters must have the prerequisite skill of Melee Combat at 5D in order to learn Martial Arts – Melee. Like other Advanced Skills, characters do not add their DEX attribute to their Martial Arts – Melee skill. Instead, a character may add his Martial Arts – Melee skill to either the attack or damage roll when using the Melee Combat skill. He may also divide up his Martial Arts – Melee skill dice to add to both attack and damage rolls.

    A character with Martial Arts – Melee has access to the Melee Combat Key Maneuvers and may choose an additional MA Maneuver (or Technique as they are called in REUP) for every full D he has in the Martial Arts – Melee skill.


    Martial Arts – Lightsaber (A)
    Multiplier: x2
    Prerequisite: Lightsaber 5D
    Specialization: none
    Description: This skill covers the multitude of basic Lightsaber Martial Arts styles that can be found throughout the galaxy. As an Advanced Skill, characters must have the prerequisite skill of Lightsaber at 5D in order to learn Martial Arts – Lightsaber. Like other Advanced Skills, characters do not add their DEX attribute to their Martial Arts – Lightsaber skill. Instead, a character may add his Martial Arts – Lightsaber skill to either the attack or damage roll when using the Lightsaber skill. He may also divide up his Martial Arts – Lightsaber skill dice to add to both attack and damage rolls.

    A character with Martial Arts – Lightsaber has access to the Lightsaber Key Maneuvers and may choose an additional MA Maneuver (or Technique as they are called in REUP) for every full D he has in the Martial Arts – Lightsaber skill.
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    PostPosted: Mon Jan 15, 2024 12:46 pm    Post subject: Reply with quote

    Very nice!

    I have reworked all of the same skills - and some of this is very close to some of the things I have done - or are still in process.

    This will take a bit for me to review - but thank you for sharing - even where we have taken different paths - it can give ideas and concepts.

    thank you again - love the pit for all the great ideas.

    now, to find time to read it all...
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    PostPosted: Mon Jan 15, 2024 1:22 pm    Post subject: Reply with quote

    pakman wrote:
    Very nice!

    I have reworked all of the same skills - and some of this is very close to some of the things I have done - or are still in process.

    Thanks. Do you have a link to your work?

    I'm currently mining REUP, D6 Martial Arts, D6 Adventure, and Cyberpunk 2020 books for stuff to make some specific martial arts and I'd like to see what you have.
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    PostPosted: Tue Jan 16, 2024 7:22 pm    Post subject: Reply with quote

    Totally Not An ISB Agent wrote:
    pakman wrote:
    Very nice!

    I have reworked all of the same skills - and some of this is very close to some of the things I have done - or are still in process.

    Thanks. Do you have a link to your work?

    I'm currently mining REUP, D6 Martial Arts, D6 Adventure, and Cyberpunk 2020 books for stuff to make some specific martial arts and I'd like to see what you have.


    TLDR: My martial arts and melee stuff are still in draft mode, but I can share some details below. They are part of my Adavanced Skill overhaul.

    Longer Version
    Sounds like we are on similar paths - I looked at later versions of D6 and similar sources (in fact, a lot of my rules are based on D6 adventure...) and other games to build up my stuff.

    Advanced Skills Overhaul
    As part of my consolidation of skills (a common house rule around the pit) I threw out most of the old Advanced Skills - the tech and science ones.
    I either changed them to be more Knowledge type skills (you went to university for years to learn medicine or engineering) or just things for NPCS or narrative backgrounds.

    Then, inspired by the martial arts being an advanced skill - I went in the direction that they unlock related groups of abilities (I call techniques) arranged in ranks based upon requirements and capability.

    This was done for two main goals
    As part of my force power rebalance/simplification/overhaul - where I took what I considered to be a complex web or requirements and a lot of functionally duplicate force powers - and made them into a number groups of techniques with a common theme, under different force power advanced skills. For example - all of the healing type abilities, are under the advanced Skill Force Healing(A), all of the mind affecting abilities are under Influence(A), etc. This has been in playtest for over a year, and while has had some minor tweaks - is working out very well.

    The second main goal, was to give non force users special things they could do when getting more skilled - as opposed to just buying yet another pip in a skill "oh look, my blaster went to 8D+1 now!". I based the concept on martial arts and other abilities in later versions of d6, savage worlds, savage worlds, mythic d6, d20 etc.

    Advanced Skill Trees (non-force powers).
    I am still refining them - but there will be about 6-8 advanced skills, the relevant one for this conversation is my (working title) Martial Mastery(A).
    (others are based on Social, subterfuge, exploration, Gunslingers, Spacehands - naming and grouping is a work in progress, etc.).

    So, back to martial arts....
    Flavor and fluff wise - there could be a bazillion forms of martial arts in the star wars galaxy - with several described lore wise. Instead of making different rules for all of them - an overall concept in my house rules overhaul is to instead focus on differences relating to game mechanics - and let the gm and players decide what to label things.

    Basically I have a couple of main types of martial techniques, then some odd once which work within each.

    My main forms are;
    Boxing - has three tiers - gives increasing bonus damage, some movement options and can eventually remove a the penalty for counting as unarmed, and the highest tier reduces armor penalties to boxing. Suited well against a single opponent.

    Martial Arts Strikes: Focuses on damage, disarming, fast strikes (higher levels can make two attacks in a single action step, yes multiple penalty applies) and a mix of acrobatics etc.

    Martial Arts Sweeps and Throws: Some damage, but focuses on knockdowns, pushbacks, thorows, grapples etc. Has stun options, and at higher level can even reduce the scale penalty against a bigger target.

    Short Blade Form - using vibro daggers, small clubs, etc.. very short weapons - focuses on fast attacks, quick parries and at higher skill - bonuses for closing within the weapon reach of unkilled defenders.

    Two Weapon Fighting Form - based on two weapons, parry options, follow up attacks etc.

    Long Arms Form - force pikes, vibro spears, force lances etc, extra options for longer reach attacks, forcing enemies back, etc.

    Then there are some specific techniques which are compatible with various forms; Riposte, Pushback, Instant Stand, etc.

    I am still working on my stuff - but one thing I did do - was look at all the MA forms in R&E (and many other places) and noticed a LOT of duplication - or things that were just slight variations. For example - an opposed combat skill check to avoid a blow - to me - that was just a parry. Or three or four different ways to increase damage (head butt, knee strike, etc.) I just make it an ability for an extra attack, or extra damage. The player can describe what it looks like.

    For example - I have a technique called "Follow up" - if an attack hits, can take a second attack as a reaction (map applies) - but can only be done once a round. Compatible with; Boxing,MA Strikes, Short Blades, and Two weapon. etc.

    Ok, that got REALLY long - - I am still tweaking it (have been for months - I NEED to finish it) -and it seems like your work is ahead of mine - but some concepts are similar.

    Once I firm up my stuff a bit more - will be sharing.
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    PostPosted: Wed Jan 17, 2024 6:27 pm    Post subject: Reply with quote

    pakman wrote:
    So, back to martial arts....
    Flavor and fluff wise - there could be a bazillion forms of martial arts in the star wars galaxy - with several described lore wise. Instead of making different rules for all of them - an overall concept in my house rules overhaul is to instead focus on differences relating to game mechanics - and let the gm and players decide what to label things.

    I was kinda fumbling my way toward this concept as well, but reading this nailed it down for me. I have the basic punch and kick techniques that are available to anyone using the Brawling skill and therefore are also available to anyone using the MA-Brawling skill.

    • Punch/Chop: The character delivers a blow with their fist or side of open hand.
    ◦ Difficulty: Very Easy or target's defence reaction.
    ◦ Effect: On a successful roll, STR damage is dealt to the opponent.

    • Kick: The character delivers a blow with their foot.
    ◦ Difficulty: Very Easy or target's defence reaction.
    ◦ Effect: The blow delivers STR+1D damage if the skill roll is successful.

    I'm working on a list of techniques that are available as per REUP, "for every 1D that a character increases her martial arts skill, she may pick one of the hand-to-hand techniques described below." Techniques that haven't been picked as above may still be attempted, but at a higher difficulty. This is what I have so far.

    • Punch Category 1: A variety of punches and chops that sacrifice accuracy for increased damage.
    ◦ AKA: Roundhouse punch, one-two combo, steel-hand chop, etc.
    ◦ Difficulty: Easy or target's defence reaction +1D.
    ◦ Effect: On a successful roll, STR+1D damage is dealt to the opponent.

    • Punch Category 2: A variety of punches and chops that further sacrifice accuracy for even more damage.
    ◦ AKA: Haymaker, triple-jab, titanium-hand chop
    ◦ Difficulty: Moderate or target's defence reaction +2D.
    ◦ Effect: On a successful roll, STR+2D damage is dealt to the opponent.

    • Punch Category 3: A variety of punches and chops that maximize damage at the expense of accuracy.
    ◦ AKA: Nest of Gundarks, flurry of blows, impervium-hand chop, etc.
    ◦ Difficulty: Difficult or target's defence reaction +3D.
    ◦ Effect: On a successful roll, STR+3D damage is dealt to the opponent.

    • Nerve Punch 1: A variety of punches and chops that target the nerves of an opponent to render their limbs useless.
    ◦ AKA: Sand-Snake Strike, etc.
    ◦ Difficulty: Difficult or target's defence reaction +3D.
    ◦ Effect: This attack is effectively a called shot. On a successful roll, STR damage is dealt to the opponent. If this achieves a Light Wound result or better, the limb struck is rendered unusable for 3D rounds.

    • Nerve Punch 2: A variety of punches and chops that target the nerves of an opponent to render them unconscious.
    ◦ AKA: Rancor Punch, etc.
    ◦ Difficulty: Very Difficult or target's defence reaction +4D.
    ◦ Effect: This attack is effectively a called shot. On a successful roll, STR damage is dealt to the opponent. If this achieves a Light Wound result or better, the opponent is rendered unconscious for 3D rounds.

    • Kick Category 1: A variety of kicks that sacrifice accuracy for increased damage.
    ◦ AKA: Double-kick, Bantha kick, etc.
    ◦ Difficulty: Easy or target's defence reaction +1D.
    ◦ Effect: On a successful roll, STR+2D damage is dealt to the opponent.

    • Kick Category 2: A variety of kicks that further sacrifice accuracy for even more damage.
    ◦ AKA: Triple-kick, spinning kick, Gundark kick, etc.
    ◦ Difficulty: Moderate or target's defence reaction +2D.
    ◦ Effect: On a successful roll, STR+3D damage is dealt to the opponent.

    • Kick Category 3: A variety of kicks that maximize damage at the expense of accuracy.
    ◦ AKA: Fusillade of kicks, axe-kick, Acklay kick, etc.
    ◦ Difficulty: Difficult or target's defence reaction +3D.
    ◦ Effect: On a successful roll, STR+4D damage is dealt to the opponent.
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    garhkal
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    PostPosted: Thu Jan 18, 2024 1:41 am    Post subject: Reply with quote

    Almost looks like the martial arts in the Rules of Engagement book..
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    PostPosted: Thu Jan 18, 2024 1:58 am    Post subject: Reply with quote

    garhkal wrote:
    Almost looks like the martial arts in the Rules of Engagement book..

    I don't have that particular book, but I have scavenged heavily from REUP and D6 Martial Arts R&E. Maybe there's some crossover there?
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    Whill
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    PostPosted: Thu Jan 18, 2024 2:01 am    Post subject: Reply with quote

    IIRC, REUP's martial arts mostly came from RoE.
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    PostPosted: Thu Jan 18, 2024 10:51 am    Post subject: Reply with quote

    So I was up late last night, and when that happens my brain kicks into overdrive, thinking about two or three things at once. A couple of things came out of that...

    One, I remember seeing somewhere that the damage for a basic MA punch was STR+1D and the basic MA kick was STR+2D, so I'd have to adjust the damage amounts for the other techniques.

    Two, I was looking at the damages that I had set for the various techniques, and they seem a wee bit high. Here's one option for toning it down:

    Technique...|...Old Damage...|...New Damage
    Punch..........|.......STR+1D......|......STR+1D
    Punch Cat1...|.......STR+2D......|......STR+1D+1
    Punch Cat2...|.......STR+3D......|......STR+1D+2
    Punch Cat3...|.......STR+4D......|......STR+2D
    Kick.............|.......STR+2D......|......STR+2D
    Kick Cat1......|.......STR+3D......|......STR+2D+1
    Kick Cat2......|.......STR+4D......|......STR+2D+2
    Kick Cat3......|.......STR+5D......|......STR+3D


    Or this option:
    Technique...|...Old Damage...|...New Damage
    Punch..........|.......STR+1D......|......STR+1
    Punch Cat1...|.......STR+2D......|......STR+2
    Punch Cat2...|.......STR+3D......|......STR+1D
    Punch Cat3...|.......STR+4D......|......STR+1D+1
    Kick.............|.......STR+2D......|......STR+1D
    Kick Cat1......|.......STR+3D......|......STR+1D+1
    Kick Cat2......|.......STR+4D......|......STR+1D+2
    Kick Cat3......|.......STR+5D......|......STR+2D

    Since I'm changing Martial Arts to be Advanced Skills that add their dice to the appropriate CC skill and the Optional Damage Bonus* rules from D6 Adventure, I'm leaning toward the second option.

    * Bonus damage = (Skill roll - Difficulty)/5

    Thoughts?
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