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Noven Sub-Lieutenant
Joined: 24 May 2008 Posts: 55 Location: Phoenix, Arizona
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Posted: Tue Feb 17, 2009 4:48 am Post subject: |
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I am starting to think that having no specializations for Brawling would be preferable since there are no real ways that sit well with anyone. At least with no specializations, no one gets screwed and it is balanced. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Feb 17, 2009 6:13 pm Post subject: |
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I'd be more inclined to make it a stand-alone skill and keep the moves. Instead of only being able to use certain moves, you can use any move, but get a bonus to using moves you know (IE one level of difficulty lower). _________________ Blasted rules. Why can't they just be perfect? |
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Ankhanu Vice Admiral
Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Tue Feb 17, 2009 6:34 pm Post subject: |
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Rerun941 wrote: | I am trying out a house rule I've developed where Martial Arts is an Advanced skill with a prerequisite of Brawling 5D.
For each D of Martial Arts (A) you get to choose a move from the list in Rules of Engagement. Also, since you are learning advanced techniques of martial arts, it helps when you use a typical punch/kick (Brawling).
IMO, a specialization of Brawling would be a particular move: (e.g. punch/kick). Just like other specializations LIMIT your expertise.
Martial Arts is an Advanced Skill. It's something you cannot do without special training. (like Medicine or Engineering) |
Personally I like the idea, and it more readily reflects the nature of Martial Arts and the like. Additionally there are specific forms of Martial Arts that grant specific bonuses (such as Noghri martial arts), which, IMO would be separate skills from the more generalized Martial Arts concept (in which the various styles shouldn't be separated ie. Karate vs. Tae Kwan Do, but rather their differences simply be in the fluff text)...
So you would have
Brawling
Time Taken: One round
Specializations: Punch, Kick, Headbutt, Claw, etc. Specific attack type
Blabbity blah as currently in the rule book
(A) Martial Arts
Time Taken: One round
Prerequisites: Brawling 5D
This skill represents advanced training in a martial art, or a mixture of martial arts forms. It could allow for manoeuvres, like in Rules of Engagement or something like that.
(A) Boxing
Time Taken: One round
Prerequisites: Brawling 5D
Probably gives some sort of bonus to attack or damage with fist attacks... can't use kicks, etc
(A)Noghri Martial Arts
Time Taken: One round
Prerequisites: Brawling 5D, Noghri or Noghri teacher (good luck)
Grants bonuses as in the Noghri species entry
etc.
jmanski wrote: | I'd be more inclined to make it a stand-alone skill and keep the moves. Instead of only being able to use certain moves, you can use any move, but get a bonus to using moves you know (IE one level of difficulty lower). |
Stand alone or advanced, yeah, this makes sense. There's no reason why someone untrained in martial arts (or the specific move if they are trained in some aspects of martial arts) couldn't attempt a flying kick or something... but an increased difficulty (one or two levels) for trying it untrained would reflect the lack of knowledge. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Tue Feb 17, 2009 7:29 pm Post subject: |
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I like these options also. Although I'd be tempted to make styles available for specialisations (Boxing for instance) as they seem to have the restrictions needed for a specialisation to be balanced.
I'd probably call the advanced skill something unimaginitive like Advanced unarmed combat and let the player (in co-operation with the GM) work out the potential bonuses it might give. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Rerun941 Commander
Joined: 27 Jul 2004 Posts: 459 Location: San Antonio, TX
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Posted: Tue Feb 17, 2009 7:54 pm Post subject: |
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Esoomian wrote: | I like these options also. Although I'd be tempted to make styles available for specialisations (Boxing for instance) as they seem to have the restrictions needed for a specialisation to be balanced.
I'd probably call the advanced skill something unimaginitive like Advanced unarmed combat and let the player (in co-operation with the GM) work out the potential bonuses it might give. |
My original thought was to simply allow the PC to choose the manuevers and then the manuevers dictate the "form"
aka pick jabs, uppercuts and defensive moves and viola! Boxing!
Choose spin kicks, chops etc. and you have Tae Kwon Do
Pick trip and throw and you get Judo.
Just rename the Martial Arts skill appropriately.
Martial Arts: Boxing (A)
Martial Arts: Tae Kwon Do (A)
Martial Arts: Judo (A) _________________ Han - "How're we doin'?"
Luke - "Same as always."
Han - "That bad, huh?" |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 18, 2009 7:27 pm Post subject: |
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Esoomian wrote: | I like these options also. Although I'd be tempted to make styles available for specialisations (Boxing for instance) as they seem to have the restrictions needed for a specialisation to be balanced.
I'd probably call the advanced skill something unimaginitive like Advanced unarmed combat and let the player (in co-operation with the GM) work out the potential bonuses it might give. |
To me a specialty of Brawl, boxing, means you are good at throwing punches... at most i could see making your punches do Str+1d... _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Wed Feb 18, 2009 9:06 pm Post subject: |
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That would make your punches as good as a knife. I'm not sure I'm willing to go that far. It makes you a very effective fighter, but the effectiveness of the punches could probably be played out in other ways.
Heck, with how the wound levels work out, even a +2 could be pretty significant addition to a punch. _________________ __________________________________
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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Delkarnu Lieutenant Commander
Joined: 02 Sep 2008 Posts: 189 Location: Saratoga Springs, Upstate NY
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Posted: Wed Feb 18, 2009 11:03 pm Post subject: |
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cheshire wrote: | That would make your punches as good as a knife. I'm not sure I'm willing to go that far. It makes you a very effective fighter, but the effectiveness of the punches could probably be played out in other ways.
Heck, with how the wound levels work out, even a +2 could be pretty significant addition to a punch. |
I agree, to me the brawling skill is how skilled you are at getting punches, kicks, etc. past someone's defenses, damage is still your STR. If you want to increase your damage, buy stun gauntlets to stun em, or leaded gloves to break some noses. _________________ This new hand, it's a fightin' hand! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Feb 18, 2009 11:39 pm Post subject: |
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garhkal wrote: | Esoomian wrote: | I like these options also. Although I'd be tempted to make styles available for specialisations (Boxing for instance) as they seem to have the restrictions needed for a specialisation to be balanced.
I'd probably call the advanced skill something unimaginitive like Advanced unarmed combat and let the player (in co-operation with the GM) work out the potential bonuses it might give. |
To me a specialty of Brawl, boxing, means you are good at throwing punches... at most i could see making your punches do Str+1d... |
I'm not sure anyone is saying that a speciality should give any bonus at all. It's the advanced skill that can lead to bonuses. The speciality just means that when doing moves that you specalize in (for instance a boxer throwing a punch) you get to use your speciality dicepool rather than just the basic brawl dicepool. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 19, 2009 11:41 am Post subject: |
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Hence my "At most" comment. Me i would start with base str, and for the more difficult punches (eg overhand right, hook etc) i would go up from there with 1d as the max bonus. _________________ Confucious sayeth, don't wash cat while drunk! |
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Rasta Cadet
Joined: 02 Jul 2009 Posts: 21
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Posted: Thu Jul 09, 2009 3:16 pm Post subject: |
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To me, boxing is a form of martial art. In the UFC (where martial arts are tested against one another) it is among the dominating forms. I like the idea of making different forms of martial arts into an advanced skills.
Each form would specialize in an application based on the techniques employed.
Throwing out ideas:
Boxing could grant stun damage (STR + 1D STUN) to simulate the knockout power of boxers.
Other martial arts (Kung Fu, Tae Kwon Do, Karate, Muay Thai, Judo, Ju-Jitsu) could grant special moves to emulate the styles of either speed, power, or grappling.
Another practicle advantage of martial arts training would be that it would be easier to defend and attack against an untrained opponent.
Another advantage that could balance out the disadvantage of making martial arts into an advanced skill is that perhaps martial arts is used for both attack and defence. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Thu Jul 09, 2009 3:38 pm Post subject: |
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Putting down the actual mechanics of that could be interesting. Though, I suppose that's the problem that even WEG had when it was trying to do these specializations and advanced skills. They thought that martial arts was a great idea, but when it came to mechanical application they either became impractical (such as the martial art introduced in the Shadows of the Empire book) or unbalanced (as the Rebel Special Forces Handbook is often accused of being). _________________ __________________________________
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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Dread Pirate Al Cadet
Joined: 08 Jul 2009 Posts: 14
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Posted: Thu Jul 09, 2009 3:44 pm Post subject: |
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Rasta wrote: | To me, boxing is a form of martial art. |
On that I'd agree.
I worry* about lots of fiddly MA styles and trying to allocate the 'right' special moves and then trying to balance them.
a) Coz the beuaty to me of SWD6 is the nice slim ruleset (one reason why I never took the plunge and bought 2nd ed**)
b) Coz I am far too lazy to keep track of this many different sub rules even after one of you chaps has done the hard work of writing them
c)
I think that having Brawl*** as a skill and allowing:
Boxing, HapKiDo, Jui-Jutsu, Karate-Do, Karate-Jutsu, Krav Maga, Mon-Cal-Jutsu, Noghri-Do, Northern Gong-Fu, Southern Gong-Fu,Wookie-Fu, uncle tom cobbley and all - as specialisations
And then making each specialisation a bit of flavour and a source of a slightly higher die pool is far preferable.
Or maybe have Brawl under Strength and Martial Art as a Dexterity skill. A Dexterity skill which can be specialised as above.
Al
* not a huge amount to be honest
** that don't mean that I'm too proud to nick the occasional idea I hear bandied about from 2nd Ed (like specialisations)
*** to cover Brawl and Brawl Parry. SWD6 does a brilliant job of cutting down the skill list and abstracting Cultures and Languages and then drops the ball IMMOO by |
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Rasta Cadet
Joined: 02 Jul 2009 Posts: 21
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Posted: Thu Jul 09, 2009 4:00 pm Post subject: |
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cheshire wrote: | Putting down the actual mechanics of that could be interesting. Though, I suppose that's the problem that even WEG had when it was trying to do these specializations and advanced skills. They thought that martial arts was a great idea, but when it came to mechanical application they either became impractical (such as the martial art introduced in the Shadows of the Empire book) or unbalanced (as the Rebel Special Forces Handbook is often accused of being). |
True. I've never actually used martial arts in any games I've run. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14171 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 09, 2009 6:59 pm Post subject: |
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I have statted out a spec martial art for UFC style boxing.
First spec maneuver is jab as in the Spec force book
Then you have haymaker
upper cut
spinning back fist
hook
straight right and
overhand right. Each doing from Str+1d+1 to Str+3d for the spinning back fist. None can kill as each only do at most incap.. _________________ Confucious sayeth, don't wash cat while drunk! |
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