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Martial arts
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Anakin
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PostPosted: Mon Feb 28, 2011 6:27 am    Post subject: Martial arts Reply with quote

In my home page I have collected all martial arts that I could find (in the star wars universe), and also added "a few" inventions. Some of them, I have found game terms for, some I have only found descriptions of and made up rules for. I have complete game terms for Teräs Käsi and Noghri, and in lack of info I have created game terms for K'thri. Wrruushi is on the way.

Is there anyone out there who knows of any "official" rules for K'thri or Wrruushi, and does anyone know of other martial arts from Star Wars?

If you are interested in the list, I can link to it.
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CRMcNeill
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PostPosted: Mon Feb 28, 2011 11:40 am    Post subject: Reply with quote

Welcome to the Rancor Pit. I'll check it out if you post the link.
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TheDoctor
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PostPosted: Mon Feb 28, 2011 1:58 pm    Post subject: Reply with quote

I have a generic system for Martial Arts in Star Wars (in fact D6 in general).

Whichever Martial Arts discipline you are using, I list it as one of the skills under Strength or Dexterity, whichever is more appropriate depending on the type of Martial Arts.

The Base Martial Arts difficulty is Moderate (10-15). If an attack is landed, the character may roll for damage the amount of dice up to their skill in Martial Arts. So for a character with 6D in Teras Kasi, they can roll UP TO 6D, but can opt for less.

Also, the Martial Arts user can opt to roll as stun damage (as if hit by a gun set on stun). In other words, the opponent is knocked unconscious for 2D rounds on any damage result above "stunned".

The Martial Arts skill can be used in place of a brawling parry. Depending on the type of martial arts, it can sometimes (GM discretion) be used as a melee parry- depending of course on the melee weapon as well.

Lastly, the character can split their dice pool into attack and defense dice. Attack dice are used for trying to hit an opponent, and defense dice are added to the difficulty of any martial arts or brawling attack and some melee attacks from an opponent, but not for ranged weapons. This counts only as a single action.

This is actually my homebrew rule set specifically dealing with martial arts. Given the advantages I have described above the "brawling" skill, some GMs may wish to make it an Advanced skill.
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CRMcNeill
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PostPosted: Mon Feb 28, 2011 2:35 pm    Post subject: Reply with quote

IMC, I've moved Brawling from Strength to Dexterity (although Brawling damage is still dependent on Strength), and eliminated Melee Parry and Brawling Parry (you use Brawling and Melee Combat for both). Under that rule, I treat any untrained Brawlers (such as streetfighters or those with no formal combat training) as using the basic Brawling Skill, and any Martial Arts are Brawling specializations. As such, martial art forms are easier to improve, as the character only pays half CP cost to improve specializations.

In addition, I use a variation on the special moves defined in rules of Engagement. For every 1D of advancement, the character may select a special move, however, there is a hierarchy of advancement, as some of the more difficult moves require prerequisites or a certain degree of skill before they can be selected. Both Brawling generalists and specialists may select the special moves, but specialists learn them more quickly as a result of more formalized training.

As far as damage, characters in Brawling combat only inflict Stun damage, with two exceptions:

1). Character has learned a special move that allows them to inflict normal damage instead of stun.

2). If a character is stunned and unconscious, any subsequent Brawling attacks inflict normal damage.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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TheDoctor
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PostPosted: Mon Feb 28, 2011 2:43 pm    Post subject: Reply with quote

crmcneill wrote:


...rules of Engagement.


Oh snap! I forgot, that's one book I need to get. It's also rather hard to find...

Quote:


As far as damage, characters in Brawling combat only inflict Stun damage, with two exceptions:

1). Character has learned a special move that allows them to inflict normal damage instead of stun.

2). If a character is stunned and unconscious, any subsequent Brawling attacks inflict normal damage.


3) If the character is a Wookiee?
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CRMcNeill
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PostPosted: Mon Feb 28, 2011 3:09 pm    Post subject: Reply with quote

TheDoctor wrote:
crmcneill wrote:
As far as damage, characters in Brawling combat only inflict Stun damage, with two exceptions:

1). Character has learned a special move that allows them to inflict normal damage instead of stun.

2). If a character is stunned and unconscious, any subsequent Brawling attacks inflict normal damage.


3) If the character is a Wookiee?


Or any other character of similar strength. I've been debating this one for a while. Maybe a modified rule for Brawling attacks, treating the target's Stun damage as a Soak of sorts. Every 3 points by which the attacker beats the defender on the Strength vs. Damage roll counts as 1 Stun (as per the rules for Stunned on pg 97 of the 2R&E rulebook). Once the number of Stuns matches the #D of the defender's Strength attribute, any damage above and beyond that is treated as normal damage.

Example:
Chewbacca, with his Strength of 5D, takes a swing at a novice bounty hunter, with a Strength of 2D, he connects, for a damage roll of 21 against the bounty hunter's roll of 6. With the bounty hunter's Strength of 2D, he soaks 6 points (3 for every point of his Strength) of Chewbacca's attack as Stun damage, and is knocked to the floor unconscious for 2D minutes. In addition to that, he also takes 15 points of damage, and is now Mortally Wounded.

An alternate rule would be to treat all Brawling damage as Stun, then roll 2D and subtract it from the Brawling damage total, then apply the result to the normal damage chart.

Example:
As above, Chewbacca plasters the bounty hunter with a damage roll of 21 against the bounty hunter's 6. The bounty hunter is out like a light. With a 2D result of 10 subtracted from Chewbacca's base damage roll of 21, the bounty hunter also takes 5 points of normal damage and is Wounded, and must recover using normal methods once he wakes up from the Stun.

IMO, the randomness of a fight is better covered by the second rule, where a fighter may accidentally kill his opponent by connecting to hard at exactly the wrong place.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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TheDoctor
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PostPosted: Mon Feb 28, 2011 3:30 pm    Post subject: Reply with quote

From the movies and books, I got the impression that a bare fisted attack from a Wookiee was usually nearly fatal.

Given that most PC strengths are seldom above 3D- the same damage for a hold-out blaster, I never bothered with the stun only rule as the damage result was seldom above stunned anyway. Sometimes the result was wounded, and that would make sense.

The generic D6 rulebooks (the ones printed after WEG lost the Star Wars license) modified the rules so that characters only due half their Strength rating (rounded to the nearest full die). Hence someone with a strength of 3D would only do 1D brawling damage.

I did however miss the fact that brawling was stun only, though few characters besides Wookiees use brawling in my campaigns anyway!
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CRMcNeill
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PostPosted: Mon Feb 28, 2011 3:51 pm    Post subject: Reply with quote

TheDoctor wrote:
From the movies and books, I got the impression that a bare fisted attack from a Wookiee was usually nearly fatal.


That could be explained in that Wookies have their own martial art form, and more than likely know exactly how to inflict lethal damage.

Quote:
Given that most PC strengths are seldom above 3D- the same damage for a hold-out blaster, I never bothered with the stun only rule as the damage result was seldom above stunned anyway. Sometimes the result was wounded, and that would make sense.


The similarity of damage between a Hold-Out Blaster and the average PC was one of the reasons I implemented the Brawling Stun damage rule in the first place. No punch can realistically inflict the same kind of damage as a destructive energy discharge. One of the weapons listed in the 2R&E rulebook is a slugthrower that only inflicts 3D damage, and we have basically the same thing in the modern world. 3D damage is probably about equal to a pistol shot from a 9mm pistol, and if you offered someone a choice between the two, they would all pick getting punched in the face over getting shot.

Quote:
I did however miss the fact that brawling was stun only, though few characters besides Wookiees use brawling in my campaigns anyway!


That's one of the things I enjoy about a potential rule like this. It makes Brawling a bit more realistic, but still allows the possibility of inflicting serious damage on a good (or bad) roll.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Anakin
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PostPosted: Mon Feb 28, 2011 6:27 pm    Post subject: Reply with quote

crmcneill wrote:
Welcome to the Rancor Pit. I'll check it out if you post the link.


Here it is:
http://www.angelfire.com/in/comcorporation/martialarts.html
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jmanski
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PostPosted: Mon Feb 28, 2011 6:54 pm    Post subject: Reply with quote

I think that brawling damage is overpowered, but doing only stuns is underpowered.

What if a brawl attack was forced to hit a location? It would do normal damage to the location (IE the arm), but would do -2 wound levels to the person. So if the Wookie punched the dude in the arm, he would Incapacitate his arm, but the dude would only be Wounded.

Hits to the torso and head could do more damage, maybe -1 wound level.
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CRMcNeill
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PostPosted: Mon Feb 28, 2011 7:42 pm    Post subject: Reply with quote

jmanski wrote:
I think that brawling damage is overpowered, but doing only stuns is underpowered.

What if a brawl attack was forced to hit a location? It would do normal damage to the location (IE the arm), but would do -2 wound levels to the person. So if the Wookie punched the dude in the arm, he would Incapacitate his arm, but the dude would only be Wounded.

Hits to the torso and head could do more damage, maybe -1 wound level.


Maybe Stun damage for just regular punches, but if you up the Difficulty by one level for specifically going for headshots and bodyshots, you inflict normal damage.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Mon Feb 28, 2011 8:36 pm    Post subject: Reply with quote

Anakin wrote:
Here it is:
http://www.angelfire.com/in/comcorporation/martialarts.html



Hmm. Intriguing. I could see most of these working well as Brawling specializations using the system I described above. I haven't had the time to give it a thorough read, but I'm impressed with the detail and effort you've put into this.

Comments:

The Noghri fighting style is actually called Stava, per the WOTC Hero's Guide

Vorage, with its emphasis on stick fighting sounds more like Melee Combat than Brawling

For a complete list, if you can find a copy of the Hero's Guide, you could make up stats for Echani, K'tara, K'thri and Wrrushi (Wookie martial art).
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Anakin
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PostPosted: Tue Mar 01, 2011 4:57 am    Post subject: Reply with quote

[quote="crmcneill"]
Anakin wrote:

Hmm. Intriguing. I could see most of these working well as Brawling specializations using the system I described above. I haven't had the time to give it a thorough read, but I'm impressed with the detail and effort you've put into this.

Comments:

The Noghri fighting style is actually called Stava, per the WOTC Hero's Guide

Vorage, with its emphasis on stick fighting sounds more like Melee Combat than Brawling

For a complete list, if you can find a copy of the Hero's Guide, you could make up stats for Echani, K'tara, K'thri and Wrrushi (Wookie martial art).


Thank's. It's one of my biggest interests IRL as well Smile
Stava! I recognize that from somewhere. I should upgrade the text with that.
I've never heard of K'tara before. Very interesting.
Hmm, I have'nt got the Hero's Guide among my analog books. I'll have to check out the digital ones...

In the system used on my home page, each martial art form is a skill of its own, but if GMs wants to list them as brawling specializations, yes Vorage and Qyesh Boun should be listed as Melee specializations. Garras Toush should perhaps be listed as a Brawling Parry specialization...
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CRMcNeill
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PostPosted: Tue Mar 01, 2011 1:43 pm    Post subject: Reply with quote

Anakin wrote:
In the system used on my home page, each martial art form is a skill of its own, but if GMs wants to list them as brawling specializations, yes Vorage and Qyesh Boun should be listed as Melee specializations. Garras Toush should perhaps be listed as a Brawling Parry specialization...


Yeah, I've never seen a good, balanced martial arts system that reflects both the RAW and reality. It's a fact that a lot of martial arts include both armed and unarmed combat training, and yet the RAW not only makes them separate skills but separates out the attack and defense aspects into separate skills as well. IMC, I moved Brawling to Dex and combined the Parry skills in with the main skills (after all, if you can use Lightsaber for attack and defense, the same should be true of the other combat skills).

I've considered making weapon training one of the available techniques that can be learned as the artist progresses in skill (ala the techniques in Rules of Engagement). By the same stretch, a character could also use their Martial Arts skill in place of Dodge when avoiding ranged weapon fire. A lot of possibilities here, but they would need to be well balanced.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Blue Glowie
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PostPosted: Tue Mar 01, 2011 3:03 pm    Post subject: Reply with quote

In the Darkstryder campaign, the Wookiee character has Wrruushi. This is what it does:

Only usable by Wookiees. Characters only receive bonuses when fighting someone with no martial arts training. The character receives +1D to brawling and +1D to brawling damage.

If they beat the attack roll by more than 10 points, the character can inflict stun damage, receiving +2D+1 to damage instead of the normal +1D.

Can't be used in a berserker rage. Brawling 6D required before learning it, and it costs double the CPs to advance.
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