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Martial Arts
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Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Tue Jan 03, 2006 10:58 am    Post subject: Reply with quote

Congratulations, Lt. Commander!

And I'll give you that. You won't be able to see EVERY weakness- at least until you're up in the double digits... That's a fair compromise, I think.
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hazardchris
Commander
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Joined: 01 Nov 2005
Posts: 362

PostPosted: Sun Jan 08, 2006 11:26 pm    Post subject: Reply with quote

BTW, http://www.swrpgnetwork.com/ has a .net guide to Martial Arts, while it's incomplete and has a few errors, I'm shure that you crafty ones can use it.
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Allst Beamem
Lieutenant Commander
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Joined: 09 Apr 2005
Posts: 131
Location: Memphis, TN USA

PostPosted: Wed Sep 20, 2006 5:32 pm    Post subject: Reply with quote

Ok, I dont know if this has allready been suggested or not but...

what if you make martial arts an advanced skill. allright i know that has been suggested allready.

how bout when rolling aginst an oponent without the MA advanced skill you get to roll your brawling, brawling perry, melee, melee perry + your MA and you get to add your MA skill die to your str for dam.

when fighting aginst another martial artist you only get to roll your MA skill for all the above skill.

does any of this make sense? or sound good?
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cheshire
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Joined: 04 Jan 2004
Posts: 4855

PostPosted: Wed Sep 20, 2006 11:38 pm    Post subject: Reply with quote

A lot of people actually prefer it as an advance skill. They say that it makes it quite a bit more balanced.
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gollummen
Lieutenant Commander
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Joined: 18 Aug 2005
Posts: 159
Location: Denmark

PostPosted: Thu Sep 21, 2006 6:11 am    Post subject: Reply with quote

Here is how we use (descripe) Loc Taals rules in our game:

Martial arts (A) (prerequisite skills: Brawling and Brawling parry at 5D)

You use your martial arts skill as a "pool" to add to other skills in 1D increments. You can add 1D increments to brawling and brawling parry rolls and to damage rolls for successful brawling attacks.
For example, if you have 4D in your martial arts skill, you could add +1D to your brawling roll, +1D to your brawling parry roll and +2D when rolling damage for a successful brawling attack. This needs to be declared at the beginning of the round, when declaring your actions.
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All stats 2D, except: brawling parry: versus boxing 2D+2, melee combat: swords 3D, melee parry: swords 2D+2, languages: english 2D+1, scolar: history 3D, scolar: social studies 2D+1, brawling: boxing 2D+2, computer programming/repair 2D+1.
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gollummen
Lieutenant Commander
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Joined: 18 Aug 2005
Posts: 159
Location: Denmark

PostPosted: Sun Oct 29, 2006 12:58 pm    Post subject: Reply with quote

One of my players want to specialize in the Martial arts (A) skill. Is it possible to specialize in an advanced skill?
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All stats 2D, except: brawling parry: versus boxing 2D+2, melee combat: swords 3D, melee parry: swords 2D+2, languages: english 2D+1, scolar: history 3D, scolar: social studies 2D+1, brawling: boxing 2D+2, computer programming/repair 2D+1.
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Kayle Skolaris
Lieutenant Commander
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Joined: 10 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Mon Oct 30, 2006 5:37 am    Post subject: Reply with quote

Yes, it is possible to specialize in advanced skills. Examples include Medicine: Neurosurgery, Capital Ship Engineering: Kuat Drive Yards Vessels, and Brainwashing: Wookiees

Justifications are as follows: Neurosurgery requires specialized knowledge that a standard M.D. or even a standard surgeon simply does not have. KDY most likely uses proprietary construction and design methods for all their starships that you'd need to be an employee or corporate spy to be versed in. And brainwashing techniques that work on a Sullustan won't necessarily be all that effective on a Wookiee.

For Martial Arts, I could see Martial Arts: Joint Locks and Holds, Martial Arts: Prone Fighting Techniques, or Martial Arts: Leg-Centered Techniques.

An aikijutsu practitioner would be versed in joint locks and holds, a greco-roman wrestler would know all about prone fighting, and a muay thai artist would be all about the knee strikes.

Mind you, I do know there's some crossover in there... A greco-roman wrestler will know a bit about locks and holds and a muay thai man will have at least a vague notion of what to do if he's taken down to the ground, but that's what the non-specialized skill is for.
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Ankhanu
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Joined: 13 Oct 2006
Posts: 3089
Location: Nova Scotia, Canada

PostPosted: Mon Oct 30, 2006 11:46 am    Post subject: Reply with quote

What are the rules for Advanced Skill Specialization?
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Kayle Skolaris
Lieutenant Commander
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Joined: 10 Mar 2006
Posts: 224
Location: Brandon, MS

PostPosted: Mon Oct 30, 2006 7:41 pm    Post subject: Reply with quote

You end up paying normal CP costs for the skill since an advanced skill requires double CPs and a specialization requires half CPs.
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Ankhanu
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Joined: 13 Oct 2006
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Location: Nova Scotia, Canada

PostPosted: Mon Oct 30, 2006 8:29 pm    Post subject: Reply with quote

Ok, that's what I was thinking, but wasn't sure. Thanks.
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ifurin
Lieutenant Commander
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Joined: 20 May 2007
Posts: 208

PostPosted: Sat May 26, 2007 12:43 pm    Post subject: Reply with quote

sorry to revive a relitivly dead topic but i was browsing and found this and i thought i would add what my gaming group addapted from the d6 matrix rpg. it seemd relitivly ballanced and we had little problems with it.
(A) Martial Arts

Time Taken: One round.
Specializations:
Prerequisits: Brawling 5D
Martial Arts covers the study of unarmed hand-to-hand combat.
Characters may learn one special move for each pip above 2D that
they advance. If they decide to learn a special move, they must also
pay an additional 5 Character Points upon learning it.
For example, Rom, a Rebal slicer, has a Dexterity of 3D, 16 Character
Points, and Brawling at 5D. He wants to learn Martial Arts. He finds a
teacher and spends the 2 Character Points necessary to learn an
advanced skill, and trains for 2 weeks. When he is done, he has
Martial Arts at 1D. He doesn't have enough Character points to learn 3
special moves, so he only learns two, paying an additional 10 CP. He
can learn another special move when he has more Character Points.

SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.

* Disarm (M): if the character's attack is successful and not parried or dodged, the target is disarmed.
* Elbow Smash (E): if successful, attacker may add +1D to the damage roll.
* Flip (M): If successful, the attacker throws the target to the ground and does 3D damage.
* Flying Kick (D): If successful, attacker does an additional +2D+2 damage. If she fails, the attacker is off balance and at -1D to all actions in the next round.
* Foot Sweep (M): Will trip the target who must take an action the next round to stand.
* Headbutt (Easy): Can only be used if the attacker is close to the target (grappling, etc.). Does STR +1D damage.
* Hold/Grapple (M+ opposing STR): Once the target has been successfully held, the attacker must make an opposing Martial Arts versus the target's Martial Arts, Brawling, of Strength each round to continue to hold them. If the target is held, he or she cannot attack.
* Instant Knockdown (M): If landed successfully, this attack knocks the target to the ground. The target must spend the next round getting up or suffer multiple action penalties.
* Instant Stand (M): Allows the martial artist to automatically stand up without taking an additional action.
* Instant Stun (M): If successfully landed, this attack stuns the target for one round.
* Instant Wound (D): If successfully landed, this attack gives the target a Wound.
* Multiple Strikes (M): A character can make an additional attack this round doing STR damage without a penalty for an additional action.
* Nerve Punch (VD): If successful, the attack punches a bundle of nerves on the target and renders a limb unusable for 3D rounds. If the attacker beats the difficulty number by 15, the target is rendered unconscious for 3D rounds.
* Power Block (M): A successful Parry inflicts STR +1D damage to the target.
* Reversal (Opposed STR or Brawl or Martial Arts): Only works while being held or grappled. If successful, the martial artist breaks free and renders person holding him or her immobile (see Hold/Grapple above).
* Silent Strike (D): If the character sneaks up on a target and also rolls a successful Silent Strike, the attacker does STR +1D damage without making a sound.
* Spinning Kick (M) STR + 2D damage. If the attack fails, the attacker is off balance and suffers a -1D to all actions next round.
* Shoulder Throw (M): A successful attempt will allow the martial artist to hurl a target to the ground doing 3D damage. The target must take an action to get up.
* Weapon Block (Opposed Martial Arts versus Melee Combat roll): Allows an unarmed martial artist to parry a weapon used in a melee attack.
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cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4855

PostPosted: Sat May 26, 2007 1:40 pm    Post subject: Reply with quote

Hey, thanks a lot for posting those house rules. Very cool.

What I would really like to see is some more fan-based techniques. I've seen a few here and there on the web, and a few were good, though a lot were either a little munchkiny or seemed like they were just trying too hard to come up with anything to fill another slot.

I tried weapon techniques that I posed on the D6 Universe:
http://www.dimfuture.net/d6universe/index.php?name=News&file=article&sid=71

However, I would really like to see such ideas more refined.
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garhkal
Sovereign Protector
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Joined: 17 Jul 2005
Posts: 14228
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat May 26, 2007 9:50 pm    Post subject: Reply with quote

Quote:
Silent Strike (D): If the character sneaks up on a target and also rolls a successful Silent Strike, the attacker does STR +1D damage without making a sound.


Interesting modification to the maneuver as presented in rules of engagement..
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cheshire
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PostPosted: Sat May 26, 2007 10:16 pm    Post subject: Reply with quote

Ooo... I missed that. I guess I should have been reading, and not skimming.
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Tupteq
Commander
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Joined: 11 Apr 2007
Posts: 285
Location: Rzeszów, Poland

PostPosted: Mon May 28, 2007 8:37 am    Post subject: Reply with quote

About maneuvers in general - I think many of them could (should) have some initiative modifiers (flying kick is much slower than punch). But I couldn't find a D6 way (I mean quick and simple) to resolve this problem. The only solution I found is taken from "World Of Darkness - Combat", but it's slow, complex and not intuitive (characters act from slowest to fastest, but faster can break action of slower character in any moment).
Partial solutions (like declaration of maneuver used before initiative roll) don't work, because they don't allow to react dynamically.
Do you have similar problem? How do you solve it?
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