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> BitBasher's Melee Combat System, Insert snappy text here.
BitBasher
post Feb 4 2005, 03:19 AM
Post #1


Traumatizing players since 1992
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Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



Here it is, some notes folks... This is a wholesale replacement for all hand to hand combat skills.

I deliberately did not name any martial arts, because hand to hand is not a bunch of separate arts when someone uses it. It's an amalgamation of the knoledge you gain from one or more styles. My system is abstract, just like I think SR should be. Name your style whatever the hell you want then buy techniques you feel are appropriate.

There is no longer an edged weapons or a chains skill, cause that's just freaking stupid. Noone goes and learns "edged weapons" but you will learn knife fighting and escrima if it's a part of Kenpo for example. It's all just "Melee Combat", a general skill with specializations only of offensive or defensive. To learn a weapon you just take a technique of "weapon" and pow, you have a skill in that specific weapon, and can use all applicable techniques when using it.

Descriptions of techniques follow below. all of this is playtested and has worked really well. It could use some stramlining but I haven't encountered any real issues.

Feedback is appreciated.

QUOTE
Melee Combat:
A player may choose up to one technique per level of the Melee Combat skill. At character creation each technique costs one build point. During the game a technique is bought by spending karma as if the technique was a specialization with a level equal to the minimum required level for that technique.

Moves Available Per Level:
1: Block
2: Takedown, Position
3: Hold, Weapon
4: Throw, Focus
5: Engagement, Weapon (2)
6: Avoidance, Disarm, Evasion
7: Engagement (2), Weapon (3)
8: Avoidance (2)
9: Engagement (3), Weapon (4)
10: Combo, Disarm (2)
11: Engagement (4), Weapon (5)

Avoidance:
Avoidance a technique in which a person can make his opponent's reach useless. For each point of Avoidance the player purchases, reduce the opponent's reach bonus by one point. This power has a maximum of 2 levels.

Block:
Block allows a character who is defending in a fight to achieve a true tie if the attackers successes are equal to the defenders. In case of a tie no attack is made at all, the attack was blocked. Without this technique all ties go to the attacker, as per SRIII rules.

Combo:
Combo allows any 2 Declared techniques to be applies in the same combat round. This is the <b>only</b> exception to the normal rule that only one Declared technique can be applied in one combat round.

Disarm:
Disarm allows the character to disarm the weapon of his opponent. The player must declare his intent to disarm, then combat proceeds as normal. If the player achieves a number of net successes equal to or greater than 1/2 (round up) of the opponents weapon skill then the opponents weapon is disarmed. Base Damage from a successful disarm is a Str(L) and is staged up only by successes left after the successes necessary for the maneuver. The number of net successes above that determine how far the weapon flies. a good rule of thumb is one meter per success. (Up to GM discretion and circumstances.) If the player won the combat but did not get enough successes to disarm, then no damage is done by either side. If the player lost outright in successes and attempted a disarm, add 2 to the power of the opponents attack.

Disarm and Take:
Mechanically the same as the Disarm Technique immediately above with the major difference that the player that declares and successfully executes this technique ends up holding the opponents weapon at the end of the combat round. In all other cases it is identical to Disarm. Disarm And Take also requires that a character already have Disarm before he can purchase Disarm And Take

Engagement
Engagement allows a character lessen or remove altogether the penalties from fighting multiple opponents while defending only. Each level of Engagement reduces the penalties fighting multiple opponents by one until level 4 is reached, then the player suffers no penalties from multiple opponents no matter how many people he is fighting. (Only so many people can swing on someone at once.) This does NOT cancel the +2 penalty per opponent if a player decides to attack a second opponent offensively during his action.

Evasion:
Evasion allows a player to successfully end combat out of melee range of an opponent if the player first declares his intent to evade and achieves at least one net success in the combat test. If the Evade is successful, no damage is done. If the player achieves the same number of successes as his opponent then resolve damage as normal, but if the player was on the offensive no damage is done. If the player loses the evade test outright the enemy gets to add 1 power to his attack that round. As a prerequisite to purchase Evasion, a player must first posses the skill Position.

Focus:
Focus allows a player to channel his strength for a more physically damaging series of blows. If the Focus is declared before the combat round is rolled, then combat is resolved as normal but if the player wins then his power is reduced by 25% (round down) but the damage done is Physical not Stun and is staged up normally. All other combat effects are handled normally. If a player has Focus and bone lacing that confers a damage bonus then add 1 to the power of the attack.

Hold:
Hold represents one of many types of holds that a person can inflict on another during melee combat, anything from a chicken wing to a full nelson to a choke. A hold incapacitates the victim and is sometimes difficult to escape. In order for a player to successfully execute a hold technique, he first declares the intent to hold then must achieve a number of net successes in combat equal to (Players skill-opponent skill)+2. If successful the player then has his opponent in a hold, and the attack inflicts Str-2(M) damage and is staged up normally by successes left over after the successes necessary to complete the hold. Each combat round a victim is in a hold the damage increases power level of the damage by 1. In order to break a hold the victim must beat the player in an opposed strength roll with a -1 to the victim's target number. If the player wins the combat, but does not achieve enough net successes to perform the hold, then no damage is done. If the opponent wins outright by successes then the power of their attack is increased by 1. If after the hold is successful the player decides to, he or she can forego the +1 damage every round, and inflict no damage after the first round, just continue to incapacitate the victim. If this option is chosen then the player can use one hand for other actions. (Opening a door, Firing a gun, etc.) This effectively allows the use of a victim as a human shield in a gunfight.If used as a shield, the person gains a +1 bonus to the TN to break the hold on their next action.

Position:
Position allows the player to reduce and possible ignore penalties from bad positioning in a fight from circumstances like having the players back against a wall, restricted movement or being prone. If the player declares he is going to use position, he does not suffer positioning penalties that round and if he wins the combat then he has maneuvered himself out the poor position. (He performed a kick up, circled away from the wall, moved to a better footing area, etc) No matter how many net successes the player makes with this technique, he does no damage, the players main concern that round is getting out of a bad spot and not in doing damage. If the player loses the combat round in which he declared a Position maneuver resolve combat like normal.

Takedown:
Take down is a technique designed to put your opponent on the ground one way or another. To execute a successful Take Down the player must first declare that he wishes to attempt a Take Down the the player must achieve a number of net successes equal to or greater than half the opponents quickness. The opponent automatically ends the combat round prone and the damage done by the player is staged normally from the net successes earned <b>after</b> subtracting the successes necessary to pull off the maneuver. If the player wins the combat but does earn the necessary number of successes then no damage is done. If the player outright loses the combat then the remainder of the combat is resolved normally.

Throw:
Throw is similar to the Take Down except for the important fact that the opponent if successfully thrown is sent flying through the air with the greatest of ease. To execute a successful Throw the player must first declare that he wishes to attempt a Throw the the player must achieve a number of net successes equal to or greater than half the opponents body. The opponent automatically ends the combat sailing a number of meters equal to the (Players Strength-Opponents Body)/2 in meters in the players choice of direction and the damage done by the player is staged normally from the net successes earned after subtracting the successes necessary to pull off the maneuver. The base damage if the player does not hit a solid object (Skids along the ground) is Str(L). If the victim does hit a solid object in mid flight the damage is Str(M) or higher depending on what the victim hits. The main advantage of this technique is what the victim may be thrown off of or into. (Or into the path of.)

Weapon:
Weapon is the opportunity for the character to pick up training in a melee weapon as part of the characters fighting style. The first time a character picks up a skill in a weapon he chooses a specific weapon (Katana, Baseball Bat, Chain) and forever after, the character is treated as forever having a skill in that weapon at a level equal to 1 less than his Melee Combat skill. If the Melee combat skill increases through Karma then so does the Weapon technique, because this weapon is now a part of the characters fighting style. If the character later chooses a second Weapon technique then he has the choice of either taking a second separate weapon (which works exactly like the first weapon skill, at a level equal to their Melee Combat skill minus 1), or taking a second Weapon technique in the same weapon he already has, which will now allow him to now treat that weapon skill as equal to his Melee Combat Skill forever.


Replies are welcome, beat it down :)
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Posts in this topic
- BitBasher   BitBasher's Melee Combat System   Feb 4 2005, 03:19 AM
- - fistandantilus3.0   I like it actually. I think that in some styles, t...   Feb 4 2005, 03:42 AM
- - jklst14   I was thinking about making my own house rules for...   Feb 4 2005, 03:51 AM
- - BitBasher   I did that because TN modifications are freaking s...   Feb 4 2005, 03:54 AM
- - The Grifter   Agreed. And this sounds like a pretty good system...   Feb 4 2005, 03:59 AM
- - John Campbell   One problem I see here is that, while making armed...   Feb 4 2005, 06:30 AM
- - BitBasher   Well, the catch is that really there are no martia...   Feb 4 2005, 09:15 AM
- - SirKodiak   I agree, Campbell. My fix would be to continue to ...   Feb 4 2005, 09:22 AM
- - DrJest   QUOTE instead of starting everyone off at unarmed,...   Feb 4 2005, 09:47 AM
- - Fortune   BitBasher: When you use the term 'combat round...   Feb 4 2005, 12:14 PM
- - toturi   In this system, one cannot focus solely on a weapo...   Feb 4 2005, 01:14 PM
- - SirKodiak   QUOTE In this system, one cannot focus solely on a...   Feb 4 2005, 04:50 PM
- - GrinderTheTroll   QUOTE (BitBasher) Well, the catch is that really t...   Feb 4 2005, 05:45 PM
- - GrinderTheTroll   QUOTE Melee Combat: A player may choose up to one ...   Feb 4 2005, 05:59 PM
- - Method   QUOTE (GrinderTheTroll @ Feb 4 2005, 12:45 PM...   Feb 4 2005, 06:15 PM
- - Joe Outside   QUOTE (GrinderTheTroll) QUOTE (BitBasher @ Fe...   Feb 4 2005, 06:37 PM
- - Method   QUOTE (Joe Outside) How about Kendo/kenjutsu? Fe...   Feb 4 2005, 06:45 PM
- - Method   Damn. The more I think about it the more I like t...   Feb 4 2005, 07:18 PM
- - GrinderTheTroll   QUOTE (Method) Damn. The more I think about it th...   Feb 4 2005, 07:20 PM
- - BitBasher   QUOTE ("SirKodiak")I agree, Campbell. My...   Feb 4 2005, 08:06 PM
- - Method   QUOTE (GrinderTheTroll @ Feb 4 2005, 02:20 PM...   Feb 4 2005, 08:28 PM
- - Method   QUOTE (BitBasher) QUOTE ("Method")- Th...   Feb 4 2005, 08:29 PM
- - GrinderTheTroll   QUOTE (BitBasher)QUOTE (GrinderTheTroll")My o...   Feb 4 2005, 09:43 PM
- - Method   GrinderTheTroll: I like that system as well. aw ...   Feb 4 2005, 10:00 PM
- - BitBasher   Actually grinder I specifically avoided that type ...   Feb 4 2005, 11:18 PM
- - GrinderTheTroll   QUOTE (BitBasher) Actually grinder I specifically ...   Feb 5 2005, 12:12 AM
- - BitBasher   So then you want everyone to have access to every ...   Feb 5 2005, 12:18 AM
- - Ed Simons   QUOTE (BitBasher) Well, the catch is that really t...   Feb 5 2005, 12:24 AM
- - BitBasher   QUOTE (Ed Simons) QUOTE (BitBasher @ Feb 4 20...   Feb 5 2005, 01:23 AM
- - Aku   QUOTE (Ed Simons) QUOTE (BitBasher @ Feb 4 20...   Feb 5 2005, 03:11 AM
- - Ed Simons   QUOTE (BitBasher) It's already bheen corrected...   Feb 5 2005, 04:47 AM
- - Wounded Ronin   QUOTE (BitBasher) Here it is, some notes folks... ...   Feb 5 2005, 05:28 PM
- - GrinderTheTroll   QUOTE (BitBasher)So then you want everyone to have...   Feb 8 2005, 05:28 PM


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