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Martial arts skills
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Lostboy
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PostPosted: Thu Aug 19, 2010 10:12 pm    Post subject: Martial arts skills Reply with quote

This may have already been addressed in another post but i am looking for the stats of any if not all of the stats for martial arts combat skills in the d6 star wars universe. I know of several but can only find the stats for Teras Kasi Martial arts. Does anyone have info on the others?
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Esoomian
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PostPosted: Thu Aug 19, 2010 10:21 pm    Post subject: Reply with quote

There is this:

Pages 116 and 117 of Rules of Engagement the Rebel SpecForce Handbook wrote:


Optional Rule: Custom Martial Arts

The Star Wars Roleplaying Game has long had a martial arts skill, though it has remained loosely defined. Since SpecForce troops are trained in unarmed combat, a more detailed system of martial arts is called for.

For every 1D that a character increases her martial arts skill, she may pick one of the hand-to-hand techniques described below. The character may only pick one hand-tohand technique for every die of skill improvement; increasing a skill by one or two "pips" is not sufficient advancement to select a hand-tohand technique. Characters who martial arts skill is increased during character creation are eligible to select from the hand-to-hand techniques.

Example: A Twi'lek Spec, Nareel Dre'lara, has a brawling: martial arts die code of 3D+2 during character creation, she increases her brawling: martial arts skill to 5D+2. She may select two hand-tohand techniques. After successfully surviving her first mission, she spends character points, increasing her martial arts die code to 6D. This is not sufficient to select a new hand-to-hand technique until her martial arts die code is increased to 6D+2.

Characters must also declare which hand-to-hand technique they are using prior to making the required skill roll (unless otherwise indicated)


Basic Moves: Punch (inflicts Strength+1D Damage); Kick (inflicts Strength+2D damage)

Hand-to-Hand Techniques

Blindfighting - The character is trained to use senses other than sight to locate a target. - Difficulty: Very Difficult - If the character makes the required skill roll and is within striking distance of the target, she may ignore the effects of blindness. She cannot see, but can hear or smell a target well enough to strike. This may be used as a reaction skill.

Disarm - The character is trained to force an oponent to drop a weapon or object. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged_ and if teh skill roll meets the required difficulty number, the target character is disarmed.

Elbow Smash - The character is trained to deliever a powerful blow with her elbow. - Difficulty: Very Easy - Ther character can add +1D to her damage roll if the skill roll is successful.

Flip - The character can throw a target who has grappled her from behind. - Difficulty: Moderate - A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage. This technique may be used as a reaction skill.

Flying Kick - The character is trained to leap to deliver a crushing kick. Difficulty: Difficult - The character can add +2D to her kick damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Foot Sweep - The character can trip an opponent - Difficulty: Moderate - A successful attempt indicates the target is tripped falling to the ground. The character must remain prone for the remainder of the round.

Headbutt - The character can use her head to strike a target, even if she is held, pinned or bound. - Difficulty: Easy - If the character's skill roll meets the difficulty number, she may use her head to strike the target (inflicting STR+1D damage); can be used if the character is bound or held; can be used as a reaction skill.

Hold/Grapple - The character is trained to grapple and hold a target immobile. - Difficulty: Moderate plus an opposed Strength roll - The character attempting to grapple with a target must make a Moderate martial arts roll to hold her opponenet. For every round the target is held, the character must make an opposed Strength roll. If the target beats her strength roll he breaks free of the hold.

Instant Knockdown - The character knows how to maximize impact, knocking the target to the floor. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

Instant Stand - The character is trained to negate the effects of a fall and return to a standing, combat-ready position. Difficulty: Moderate - If a character is tripped or knocked down, she may use this technique to return to a standing position. Successful use of this technique indicates that the character can stand without suffering a multiple-action penalty.

Instant Stun - The character is trained to strike at critical pressure points that affect breathing or the nervous system, stunning the target. - Difficulty: Moderate - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is stunned for one round.

Instant Wound - The character knows how to strike to maximum effect, inflicting sever damage on the target. - Difficulty: Difficult - If the character's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target character sufferes a wound. (Effects of the wound are cumulative.)

Multiple Strikes - The character can deliver multiple blows. - Difficulty: Moderate - The character can make a second attack with no multiple action penalties; the second atttack inflicts 3D damage.

Nerve Punch - The character knows the location of nerve clusters striking in such a way as to render a target's limb numb. Difficulty: Very Difficult - If successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the atttempt) unusable for 3D minutes. Any items held in the affected hand are dropped. If the character beats the difficulty number by 15 or more, the target character is rendered unconscious.

Power Block - The character is trained to parry attacks in a manner which inflicts damage. - Difficulty: Moderate - A successful parry inflicts STR + 1D on the target this technique can be used as a reaction skill.

Reversal - The character is trained to turn the tables on an opponent who is attempting to grapple. Opposed Strength or Brawling: martial arts roll (whichever is higher) The character can employ this technique only when she is held. If she breaks the opponent's grip, she may in turn hold the taret immobile or imploy another technique. This technique may be used as a reaction skill.

Silent Strike - Provided the character can successfully sneak up on a target, she can instantly kill him or render him unconscious. - Difficulty: Difficult - The character must be within arm's reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates the target is neutralized.

Spinning Kick - The character is trained to perform a powerful kick. - Difficulty: Moderate - The character can add +1D to her kick damage if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates that the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Shoulder Throw - The character can throw a target. - Difficulty: Moderate - A successful skill check indicates that the target is hurled to the ground(provided the attack is not parried or dodged), suffering 3D damage.

Weapon Block - The character is trained to parry melee attacks, even when she does not posess a melee weapon. - Difficulty: Opposed martial arts vs. melee combat roll - if the character makes the required difficulty roll, she successfully blocks a melee attack.

Additional Optional Martial Arts Rules:

Martial Arts Styles: Using the above system, it is unlikely that a character will ever possess all the hand-to-hand techniques. (On average, an extremely advanced character will likely only possess 13-15 of the hand-to-hand techniques.) However, gamemasters can limit the number of techniques a character can possess by developing martial arts "style packages." and players must select from that list. Learning a technique from outside a style costs 10 Character Points and takes three weeks of training.

Parrying: To speed the combat procedure (and to more accurately reflect the deadly nature of martial arts), trained combatants can use brawling: martial arts to both parry and attack.

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garhkal
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PostPosted: Fri Aug 20, 2010 4:55 am    Post subject: Reply with quote

In the sparks group we have made up 3 full styles, 2 of which add more maneuvers..

I shall pm you with the info
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Lostboy
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PostPosted: Fri Aug 20, 2010 5:43 am    Post subject: Reply with quote

Thanks.
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Rerun941
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PostPosted: Fri Aug 20, 2010 11:01 am    Post subject: Reply with quote

garhkal wrote:
In the sparks group we have made up 3 full styles, 2 of which add more maneuvers..

I shall pm you with the info


Heck, I'd be interested in that... can you post it?
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atgxtg
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PostPosted: Fri Aug 20, 2010 3:20 pm    Post subject: Reply with quote

Yes, please post.
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PostPosted: Sat Aug 21, 2010 8:11 am    Post subject: Reply with quote

Let me ask if it would be ok,..
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PostPosted: Mon Aug 23, 2010 4:57 am    Post subject: Reply with quote

To rerun and ATGXTG, here is the martial arts we have. For note i left out the Teris kai one..

The Bothan martial arts was wrote out and authored by Jim Page, while the Barbel martial arts was done by Branon Lands. both are from Sparks force 7, the group i game with at conventions.. The other Rebel special forces, is what we have decided they have..

A. SpecForce Martial Arts:
To help maintain game balance within the Sparks campaign the rules governing the SpecForce Martial Arts skill have been changed. First we have split the SpecForce Martial Arts skill into two separate skills, one for offense the other for defense. The offensive skill will remain a specialization under Brawling where the defensive skill will become a specialization under Brawling Parry and will be called SpecForce Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles (see list below). Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Punch first and Kick second. For the defensive skill the character must learn Weapon Block first. The general rules for learning techniques still apply. The character learns one technique for each full die code SpecForce Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. The third change involves the learning of these skills. Both the offensive and defensive specializations are learned at the same time as if they were one skill. But due to the unique nature of this skill and the training required, player characters can no longer train other characters. This skill must be learned from an NPC at a Seminar or Interactive. Also before they receive this training the character must enlist in the Rebel military service (characters whom already know this skill will not have it removed due to this additional requirement). These focused techniques are then only shared with other members of the Rebel military ranks.

Offensive Techniques
Disarm – Moderate: disarms the target character.
Elbow Smash – Very Easy: adds +1D to damage roll.
Flying Kick – Difficult: adds +2D to damage roll and incorporates one free move action per round; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun – Moderate: stuns target for one round.
Kick (required second) – Easy: adds +2D to damage roll.
Multiple Strikes – Moderate: make a second attack that deals 3D damage with no multiple action penalties.
Punch (required first) – Very Easy: adds +1D to damage roll.
Silent Strike – Difficult: the character must be within arms reach of the target and remain undetected; the character can instantly kill or render unconscious (character’s choice) their opponent.
Spinning Kick – Moderate: adds +1D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Shoulder Throw – Moderate: hurls target to the ground causing 3D damage.


Defensive Techniques
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Flip – Moderate: (reaction) hurls target to the ground causing 3D damage.
Headbutt – Easy: (reaction) inflicts Str + 1D damage and can be used if bound or held.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Power Block – Moderate: (reaction) successful parry inflicts Str + 1D on target.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Stun Block (requires Instant Stun, Power Block, and Weapon-Block) – Very Difficult: (reaction) a successful parry after imposing a -5 penalty (must still meet the difficulty level) inflicts one ‘stun’ damage result on the attacker. This technique applies only to a single attack. Additional uses of this technique may be used as a reaction per attack by suffering -1D per use as a multi-action penalty.
Weapon-block (required first) – Opposed Martial Arts vs. Melee Combat: blocks a melee attack; negates melee weapon to unarmed combat bonus.

B. Bothan Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Bothan Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Shoulder Throw first, Hold/Grapple second, and Instant Stun third. For the defensive skill the character must learn Flip first, and Blind-Fighting second. The general rules for learning techniques still apply. The character learns one technique for each full die code Bothan Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization. This skill must be learned from the Bothan Martial Academy, which will either count as a favor used, or one to be owed.

Offensive Techniques
Disarm – Moderate: disarms the target character.
Foot Sweep – Moderate: trips opponent, which must remain prone for the remainder of the round.
Hold/Grapple (required second) – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent.
Instant Knockdown – Moderate: knocks target down; to stand the target must wait one round or suffer multiple action penalties.
Instant Stun (required third) – Moderate: stuns target for one round.
Multiple Strikes – Moderate: make a second attack that deals 3D damage with no multiple action penalties.
Shoulder Throw (required first) – Moderate: hurls target to the ground causing 3D damage.

Defensive Techniques
Blindfighting (required second) – Very Difficult: (reaction) character ignores the effects of blindness.
Flip (required first) – Moderate: (reaction) hurls target to the ground causing 3D damage.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold/grapple or other technique without multiple action penalties.
Evasion Basic – Moderate: (reaction) character gains the base difficulty as addition to the roll of any one attack/avoidance reaction skill (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove one die from actions each round if this is done.
Evasion Advanced – Very Difficult: (reaction) character gains the base difficulty as addition to the roll of any two attack/avoidance reaction skills (Dodge, Brawling Parry, Melee Parry, Lightsaber) for the remainder of the combat if ‘kept up’. User must remove two dice from actions each round if this is done.
Stun Block (requires Instant Stun, Power Block, and Weapon-Block) – Very Difficult: (reaction) a successful parry after imposing a -5 penalty (must still meet the difficulty level) inflicts one ‘stun’ damage result on the attacker. This technique applies only to a single attack. Additional uses of this technique may be used as a reaction per attack by suffering -1D per use as a multi-action penalty.


C. Barabel Martial Arts
The offensive skill is a specialization under Brawling and the defensive skill will become a specialization under Brawling Parry and will be called Barabel Martial Arts Parry. Due to this split the possible techniques that can be learned have also been split between offensive and defensive styles. Secondly the character being trained must learn the “basic” techniques before others can be learned. For the offensive skill the character must learn Jab (Punch) first, and Unstoppable Force second. For the defensive skill the character must learn Power Block first, and Immovable Object second. The general rules for learning techniques still apply. The character learns one technique for each full die code Barabel Martial Arts (or Parry) is raised above the Brawling (or Parry) skill. Both the offensive and defensive specializations are learned at the same time as if they were one skill. Due to the rare nature of this skill and the training required, player characters cannot train other characters in this specialization. This skill must be learned from the Barabel Mercenary Guild, which will either count as a favor used, or one to be owed.

Offensive Techniques
Jab (required first) – Very Easy: adds +1D to damage roll. (Punch is usable as a replacement for this.)
Unstoppable Force (required second) – Moderate (Opposed Brawling Parry or Specialization): use your body to charge and knock a target to the ground causing STR damage. Opponent must be a minimum of 4m away.
Mighty Blow – Easy: adds +3D to damage roll but your target gets a free attack at no additional multiple action penalty that cannot be parried, blocked, or dodged. The opponent’s free attack is resolved first.
Focused Strike – Moderate: upon a successful Willpower (DC 15) roll, you are able to focus your strength and do STR +3D damage to an inanimate object such as a door, chain, etc. The object needs to be immobile. If this is done in the presence of others the user may make an Intimidation check as a free action as his/her next action.
Lock – Moderate: grapples the opponent; every round the character must make an opposed Strength roll to continue to grapple opponent. STR damage each round. Neither character in the grapple may take any actions or reactions except break or continue the grapple. The grappler may break the grapple as a free reaction.
Spinning Tail Lash – Moderate: adds +2D to damage roll; reduces targets defensive roll by 5; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty, requires a tail.
Stunning Fury – Moderate: adds +1D to the damage roll; also gives the opponent a stun result unless the target’s resistance roll is 5 greater than the damage roll.
Lunging Punch – Difficult: adds +2D to damage roll and incorporates one move action; failure means you are off balance and your opponent gets a free attack at no additional multiple action penalty.
Tail Lash – Difficult: adds +1D to the damage roll; requires a Moderate Perception roll by the opponent to notice and be able to attempt to parry. If opponent suffers a stun result or greater, then they are knocked prone, requires a tail.
Stack ‘Em Up – If the player ‘drops’ an opponent he may make an immediate brawling (Barabel Martial Arts) attack against another adjacent opponent with no multiple action penalty. This attack does STR-1D damage, may not be used in conjunction with another offensive maneuver, and may only be used once per round.

Defensive Techniques
Power Block (required first) – Moderate: (reaction) parry inflicts STR + 1D on target.
Immovable Object (required second) – Moderate: (reaction) whenever an opponent moves more than 3 meters and successfully attacks you, doing no damage you may move them 1 meter in any direction as they bounce off of you. They are now prone.
Weapon Block – Opposed Martial Arts vs. Melee Combat: (reaction) blocks a melee attack; negates melee weapon to unarmed combat bonus.
Power Weapon Block (Requires Weapon-block and Jab) – Opposed Martial Arts vs. Melee Combat: (reaction) blocks a melee attack; negates half the melee weapon to unarmed combat bonus (round down), also gets to use Jab against the same opponent as a free action immediately.
Reversal – Opposed Strength or Martial Arts roll: (reaction) breaks targets hold and character can employ a hold, grapple, or lock without multiple action penalties.
Headbutt – Easy: (reaction) inflicts STR + 1D damage and can be used if bound, held, or grappled.
Instant Stand – Moderate: return to a standing position after being tripped or knocked down without suffering any multiple action penalties.
Take the Blows – Difficult: (reaction) this maneuver counts as two actions and no other defensive maneuvers may be used during the round. When using this maneuver one chooses to take all melee attacks. You have steeled yourself against any melee attacks, you receive a +3D bonus on your resistance rolls to melee attacks, but you also receive -1D to your Dodge skill for the round.
Blindfighting – Very Difficult: (reaction) character ignores the effects of blindness.
Give It Back – Very Difficult: (reaction) when you take damage due to a melee attack and successfully use this maneuver, you may make an immediate brawling(Barabel Martial Arts) attack against that opponent with no multiple action penalty.
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PostPosted: Mon Aug 23, 2010 6:39 am    Post subject: Reply with quote

Thanks for sharing the gharkal! Some really good ideas there for those that want a more detailed martial arts skill and more choices during brawling combat/parry. 8)

I like the Barabel tail lashes and the Give It Back defense. I may have to create a Barabel shock boxer named Stall'one Rolling Eyes
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PostPosted: Tue Aug 24, 2010 5:31 am    Post subject: Reply with quote

Does he have a bothan female friend, Ad'rian
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PostPosted: Tue Aug 24, 2010 3:36 pm    Post subject: Reply with quote

Thanks garkhal.
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PostPosted: Tue Aug 24, 2010 3:41 pm    Post subject: Reply with quote

garhkal wrote:
Quote:
Does he have a bothan female friend, Ad'rian


I think you mean Aaaadrii'aannnn Wink
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PostPosted: Sat Sep 04, 2010 2:00 pm    Post subject: Reply with quote

What do you guys think about the idea of Martial arts being an advanced skill requiring 5D Brawling and 5D Brawling parry?
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PostPosted: Sat Sep 04, 2010 2:30 pm    Post subject: Reply with quote

I've seen a post before where martial arts was just that.

The prerequisits were 5D brawl and 5D brawling parry.

Then whatever you had in the advanced skill could be added to either your offensive dicepool, your defensive dice pool, your damage or split between them.

Say for instance I'm playing a human martial artist. I have 4D Strength Brawl at 5D Dex 3D Brawling Parry at 5D and the advanced skill Martial Arts at 3D

In combat (without martial arts) I'd normally have offensive and defensive dicepools of 5D and a damage of 4D but I can choose to either add 3D to any one of those dicepools (IE put the entire bonus onto damage and be doing 7D damage) or split it in any combination between those three dicepools, say for instance adding 1D to each.

I believe it was explained better in the first thread. Posted by Loc Tal I think.

Ah here it is:
http://www.rancorpit.com/forums/viewtopic.php?t=6

Or a quick summery
Option 1) I like this one
We created a house rule for martial arts. Martial arts becomes an advanced skill (twice the normal points to advance, etc). You use your martial arts skill as a "pool" to add to other skills in 1D increments. You can add 1D increments to brawling & 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.

*Gamemasters need to be careful when implementing this rule, as characters with a high martial arts skill level can become very powerful.
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PostPosted: Sat Sep 04, 2010 2:30 pm    Post subject: Reply with quote

I am yet to see a good MA system in a RPG. Its hard to find a good balance between fun/usefulness and some sort of realism. A technique that gives the user a +2D damage bonus if a good example.

Also, even if you end up overpowering MA, how are you going to make it 'cinematic'. For example, looking at SWTOR trailers for example, MA is used in combination with lightsaber combat by especially the Sith. How would you do that in the game? How would you mechanically handle the advantage of kicking your opponent with a back kick when you miss a lightsaber swing.

Look at fight between the main Sith and 'Goody two shoes'
http://www.swtor.com/media/trailers/deceived-cinematic-trailer
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