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Dec 5 2005, 03:53 AM
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#1
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Moving Target ![]() ![]() Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
I'm interested in getting opinions on how people are interpreting the Martial Arts specialization of Unarmed Combat. The description for the skill says it
Yet Martial Arts is listed as a possible specialization. So if I want my character to be proficient in Kung Fu, should I use the specialization or just the base skill and note the specific style? SR3 (at least in the Cannon Companion) had rules for the Martial Arts skill and maneuvers, and I see no direct translation in 4th. Thanks for your input! |
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Dec 5 2005, 04:00 AM
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,479 Joined: 6-May 05 From: Idaho Member No.: 7,377 |
You would put:
Martial Arts: 4 (Kung Fu)6 That simple. Lots of folks will tell you they house ruled that to be more restrictive, because it is really open ended, but aas the rules stand, thats how it is.... |
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Dec 5 2005, 04:08 AM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
I can see that. The SR3-SR4 Character Creation Guide shows them taking someone's Muay Thai Martial Art skill and changing it to Unarmed Combat (Kicking), which I really don't get. It should really be Unarmed Combat (Muay Thai) [3/5] then?
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Dec 5 2005, 05:18 AM
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#4
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,408 Joined: 31-January 04 From: Reston VA, USA Member No.: 6,046 |
Since I can never resist putting my .02 :nuyen: in (even when they're not wanted and don't add anything to the conversation), I think unarmed specializations should work like this: [ Spoiler ] But yea, officially they work the way you said. :( |
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Dec 5 2005, 07:20 PM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 316 Joined: 18-April 05 From: France Member No.: 7,343 |
The unarmed 4( kung fu 6) seems a lot much more better.
Even if it is practically an evrything specialisation... |
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Dec 5 2005, 08:55 PM
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#6
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 3-November 05 Member No.: 7,923 |
the problem with allowing specialization by martial arts style, is that it will almost always apply.
I mean, if you specialize your pistols skill in Remingont roomsweeper, and have to use a different gun, well, you don't get the extra 2 dice. But when will you NOT be able to use your martial arts style? |
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Dec 5 2005, 09:18 PM
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#7
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
Ugh, I see the game driving down to a snail's pace as you try and determine what is part of the style and not and the description to the gm about what you're doing. Is that part of the style? Insert argument about it, insert counter point, insert another player's view. Mix well, add in some arguments and infighting, and serve cold. I rather keep it simple and go with Squinky's. Or just make it martial Arts, no specializations. Sheesh. It's martial arts people, keep it simple. Sure, you can start making your arguments about which style is better and ooo, I know kung fu... or I know ninja, or my brazilian jujitsu R0XX0R you all! But that's just sad, take a deep breath, and just roll the die and look at the results and move on the next thing which is playing the game and not argue about martial arts styles. Sheesh. |
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Dec 5 2005, 09:27 PM
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#8
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Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 3-November 05 Member No.: 7,923 |
the only way i think to do it is something like
my style is for cramped close areas, like an Alley. I get my specalization dice there. or my stuyle is for open area. I get my bonus dice as long as ther is no wall or structure within 3m or my stule is for duels. I get my bonus dice if I'm only fighting one foe or my styule is for fighting gruops. I get my bonus if fighting 3 or more. etc. a martial arts expert might be able to put real world names on those. |
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Dec 5 2005, 09:37 PM
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#9
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Moving Target ![]() ![]() Group: Members Posts: 430 Joined: 28-May 02 Member No.: 2,784 |
What a person is good at probably is only partially based on the art they studied, and more based on what their particular teacher emphasized, so you could probably pick any restriction for any art.
Another way to think of it is by offensive or defensive style... You could give the bonus dice for defending but not attacking, or conversely. That seems to be a common distinction for people in martial arts. Kicking vs. punching is a real-life distinction for folks, too, or striking vs. wrestling, but I can't see how you'd translate that into game terms. Here's another idea: "I get my bonus dice unless they're too strong" or "...too fast". You could put an attribute limit on who you can use your style on. So you might have really penetrating strikes and powerful throws, but if a person is quick enough (say Agility >4) then your advantages are less evident and they can just wiggle out of it. Conversely, you may know devastating joint locks that only work so long as the person is not too much stronger than you. --K |
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Dec 5 2005, 10:20 PM
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#10
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,507 Joined: 27-January 05 From: ...and I'm all out of bubblegum Member No.: 7,021 |
I thought that specializations only added a +2 to the dice pool, not to the actual skill rating?
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Dec 5 2005, 11:02 PM
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#11
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Quite simple - it is a specialisation, thus excluding every other specialisation. So, basically, the only thing left is that you get two additional dice when attacking normally. |
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Dec 6 2005, 04:44 AM
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#12
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Target ![]() Group: Members Posts: 70 Joined: 2-September 05 Member No.: 7,673 |
I like that, as it even allows for "gumbo arts" (eg a little bit of a couple of styles) and stops the twinkies from effectively getting Pistols (single hand designed firearms) 4(+2) Which is what they are effectively getting with: Unarmed Combat (Martial Arts) 4(+2) Because everyone knows that a twinky will be prepared to justify their use of "martial arts" any time they attempt an unarmed combat action. |
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Dec 6 2005, 06:10 AM
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#13
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,479 Joined: 6-May 05 From: Idaho Member No.: 7,377 |
A person is not a twinky because they play by the rules as written. It's all just a matter of preference, if your gaming group wants to make it more complicated, go for it.
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Dec 6 2005, 07:30 AM
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#14
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Moving Target ![]() ![]() Group: Members Posts: 313 Joined: 11-July 05 From: Kansas, USA Member No.: 7,493 |
I can understand the need for restricting the Martial Arts specialization so it won't always apply. The way it stands, it would be an easy 2 BP way to boost a skill two ranks, essentially. The only thing I can think of, is that perhaps someone trained in Martial Arts is going to be far better at kicking hoop than someone who's been in a few bar fights, hence the extra two dice. It seems to not matter in the base book what the particular art actually is, although I loved what they did with CC in SR3.
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Dec 6 2005, 08:00 AM
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#15
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Which is actually a very backwards way of thinking -- if I had to pick who to fight, I'd very much rather go against your average "martial artist" (IE, pads, mats, pretty colored belts, uniforms, and no idea how to fight anyone who's not fighting just like them) than I'd want to fight against a nasty-ass bar-room brawler who's as likely to gouge my eyes out and bite me as he is swing a punch.
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Dec 6 2005, 11:11 AM
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#16
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Moving Target ![]() ![]() Group: Members Posts: 109 Joined: 26-April 05 Member No.: 7,360 |
This is because the 'average' for martial artists consists of 'I got my black belt through a mail order course' and 'martial arts is a sport' as well as people that practice martial arts a little closer to what they were intended to be. (And for the record the first thing my martial arts style taught us at white belt was to gouge a persons eyes out). Of course this could be the limitations for the martial arts 'specialisation'. It only applies if your opponent is wearing gloves and padding and standing in a marked off area with a referee, or it only applies if the person read the same edition of 'Ten Simple Steps to Killing a Man with your Bare Hands' that you did. Of course on top of the problem of martial arts applying in any unarmed combat situation and thus not really being 'specialised', many martial arts styles also teach forms of armed combat (swords, knives, staffs, kama, manriki, spear, etc) and then you get people that insist their 'specialised' unarmed combat skill should also apply when they start swinging around sharp bits of metal. It will be a cold day in hell before I let any player in my games take 'Martial Arts' as a specialisation. |
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Dec 6 2005, 03:42 PM
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#17
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
True, but then there are some schools that prepare their students for a brawl, so you have to watch out. I like it how UFC changed a lot of thinking of many schools. It forced many teachers to go back and teach their schools of how to deal with grapplers and such. I've done a few styles and I like to mix it up, grapple people who I know are mainly strikers, get in close and trap the feet of kickers, and for grapplers, I'll be sure to try and get one or two good strikes in before I hit the ground with them going for the wrist breaks, biting, and gouging. I personally would also not allow any martial arts specialization. |
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Dec 6 2005, 03:52 PM
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#18
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Freelance Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 7,324 Joined: 30-September 04 From: Texas Member No.: 6,714 |
Some schools prepare students. Some just take money and hand out belts (making them largely worthless as any sort of rank identifier/ability gauge). Given the options of someone who (1) has a pretty colored belt, but may or may not have ever done anything beyond a little supervised and rules-abiding sparring, and (2) someone who I know has been in some bar-room brawls (which could very well involve anything from chairs to knives to bottles to everything in between)... I'd still want the guy I know has been in at least one fight before, y'know?
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Dec 6 2005, 04:14 PM
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#19
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
Oh definitely, I have to agree. I just didn't want people to think that all belt folks are gonna be easier pickings. It's just much more random, so watch out.
On a side note, I do find it neat and disconcerting sitting at a table and realizing how many items there are around you that can be used as a weapon and more interesting enough, look at a specific item and figure the most effective way to use them. |
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Dec 6 2005, 06:23 PM
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#20
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
If memory serves, the other "Unarmed" specializations are things like grappling, subduing, and the like?
While you could certainly argue that a MA spec would be usable for these other things, it's not really covered in the rules at all. I've got a feeling we may be seeing the return of styles and maneuvers in one of the later books, and this specialization is just paving the way for it. In the meantime, I'd have a player who wanted a particular martial art look at the existing set of specializations, and pick the one which is closest to what he's trying to get. The plain-vanilla "martial arts" spec might just give them a bonus if they're not trying to do anything fancy, like pin or throw an opponent, and then when the supplement with the actual martial arts rules comes out, I'd give the player the chance to shift a few points around so that his character is better represented in the system. |
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Dec 6 2005, 06:46 PM
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#21
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
Well, that's up to you. I personally do not want to get bogged down with all these extra rules/situations/etc... about this style or that or I'm doing this freaking subdual grapple, fear me, now gimme the extra dice. No, it's all the same, one skill, one roll. That's what I'm going to have for my games. You can do whatever you feel like. Enjoy.
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Dec 6 2005, 07:44 PM
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#22
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,556 Joined: 26-February 02 From: Seattle Member No.: 98 |
:| Jeez, what'd I say to get a response like that? If no offense was meant, then none taken... it just seemed kind of curt.
Some of the other combat skills have worse specialization issues. Pistols has the "semiautomatics" specialization, which means two bonus dice as long as you're not shooting a holdout, a taser, or one of the two revolvers the system has ever had in it (and only one in the current version). Seems a little iffy to me. Most players who grab Heavy Weapons are either going to be dragging a machinegun around or just want their underbarrel GL to hit what they're pointing it at, so specialization really just means that the one aspect of that skill they're planning on using costs them less because they didn't raise the rest of the skill along with it. Similarly, if a player wants to specialize in grappling people without hurting them, stabbing with his cyberweapons, or whooping up on someone barehanded, they're not going to be as good at doing the other cool things unarmed lets them do should they find the need. Blocking specialization in this particular skill seems kind of arbitrary. |
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Dec 6 2005, 07:56 PM
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#23
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,479 Joined: 6-May 05 From: Idaho Member No.: 7,377 |
One thing to remember when you get all huffy about the easy specialization on unarmed, is that those 2 extra dice mean less than the 2 extra dice provided by specializing in any ranged skill. A person has a much higher chance of dodging a melee attack than a ranged one.
Another thing is there is no smartlink/lasersight/weapon foci for unarmed. So from a game balance issue, it's not a big deal. |
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Dec 6 2005, 07:59 PM
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#24
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Hoppelhäschen 5000 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,807 Joined: 3-January 04 Member No.: 5,951 |
Indeed - getting two Bonus Dice only when attacking, not when defending or subduing is not that bad.
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Dec 6 2005, 08:52 PM
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#25
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,174 Joined: 13-May 04 From: UCAS Member No.: 6,327 |
Sorry if that sounded kinda curt. I'm just tired of seeing the whole arguments about what a style can and cannot do. Unarmed combat, what about someone who doesn't do a style, but they're good at it too? Brawling/Streetfighting? Don't they get a specialization too? It's kinda getting old after seeing this being argued from the previous editions and it's again happening now. People will start fighting over about styles and this and that in the rules, etc... and that takes away from the game/story/plot of the game. But again, to each their own.
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