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#26
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Moving Target ![]() ![]() Group: Members Posts: 113 Joined: 13-April 08 From: A Pinkskin rez outside Missoula Member No.: 15,880 ![]() |
As one who trained for 5+ years in Wu shu and 4+ years in Tai Chi, I will refrain from mentioning the lack features the current MA rules have but I also agree my version would be vastly more detailed and basically unplayable for a RPG. (IMG:style_emoticons/default/grinbig.gif) WMS I agree with playing character's who were unplayable. Anyone who's had the degree of training you have in any martial discipline is going to take issue with rules in Arsenal. Although I made a pretty badass fencing adept with 19 dice in combat and 16 to kill spirits. |
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#27
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Target ![]() Group: Members Posts: 26 Joined: 26-February 02 From: Finland Member No.: 2,130 ![]() |
I recently started modifying the melee combat rules more to my liking. I decided to combine unarmed and melee combat under the same rules, and make them customizable. It's still unfinished, but the general layout is as follows:
When you buy/train a melee skill, you can choose one "style advantage" for each skill point. These are basically the same ones you get with the Martial Arts Positive Quality in Arsenal, although I'm in progress of compiling a customized list that should include enough options for both unarmed and armed melee combat. I'll probably set the price low, maybe 1-2BP / 2-4 Karma each. After choosing the advantages, you just call the style whatever you feel is appropriate. QUOTE Unarmed combat 3 with Body shifting (+1 Throw, +1 Body against Knockdown), Joint locks (+2 Subduing combat) and Defensive (+1 Block). Now just call it Aikido. If you later raise your Unarmed combat skill and choose Kick attacks (+1 reach when standing and not against Superior position) and Iron palm (+1 DV for Unarmed), you can say you combined some Kickboxing techniques with your Aikido training. Blades 4 with Off-hand training (negates penalty), Quick strikes (Ready weapon becomes a Free Action for blades), and 2x Firefight (reduces penalty for using a firearm in melee by 2). This is your pirate-style for pistol + sword combat. Martial Arts maneuvers cost 5BP / 10 Karma each, probably limited to one for each 2 melee skill points. These are also unfinished, but here's the current versions of some maneuvers: QUOTE Riposte: After a successful Block or Parry, the character may make an immediate counterattack with a -2 modifier. Until his next action, the character gets a -1 penalty for defending, and is limited to using Dodge only. Finishing move: A character that makes a successful melee attack may spend a Free Action to immediately attack again with a -2 modifier. The character gets a -2 penalty for defending until his next action. Disarm: When declaring either a Block or a Parry, the defender can spend a Free Action and attempt to disarm the opponent. If the defender scores more hits, he knocks the weapon out of his opponent's hand. This maneuver deals no damage to the opponent. Two-weapon style: A character using this maneuver has trained to wield a second melee weapon in his off-hand. Each weapon must have a Reach of 0 or 1. The off-hand weapon still has the -2 penalty for whatever action it’s used for (unless the character has Ambidexterity edge or Off-hand training).
I really didn't like the borrowed actions style for Riposte / Finishing move, but are these versions too powerful? Riposte count is limited to one, as you can only dodge after using it. Finishing move is also limited to one per action phase, as it requires a Free Action. So if you attack and use Finishing move, you can't use it again with Riposte counterattack. Although you could do attack + riposte + finish, in which case I'd stack the penalties: -2 for Riposte attack, -4 for Finishing move attack, -3 defense until next action and limited to dodging. Two weapon style was changed a bit. Arsenal has a separate entry for using two melee weapons on p. 163. The only thing the maneuver adds is the possibility of going Full defense with one weapon while attacking with the other. Under my version, a weapon dedicated to parrying now adds its dice twice, instead of using +Dodge dice from Full defense. I also gave a +1 die bonus for attacking with both weapons. Otherwise attacking two targets would be no different than using one weapon and Multiple targets rule from SR4, p. 148. Using two weapons without the maneuver was quite useless anyway, you only got a +1 bonus for Parry along with the -2 for using your off-hand, resulting in less dice than parrying with one weapon after you already attacked with it. Anyway, this is just something I use my time on currently, as I have no group to GM for. My former players are spread about 60km apart, and we haven't had a chance to test run the 4th edition yet. I just enjoy this kind of thing, sitting all night tweaking SR rules until the sun rises, which it just did, so I guess I'm finally off to cook some food. |
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#28
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Moving Target ![]() ![]() Group: Members Posts: 385 Joined: 20-August 07 Member No.: 12,766 ![]() |
Sorry for the mega-float, but are there any developments on this? I really like the changes you guys have made.
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#29
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Moving Target ![]() ![]() Group: Members Posts: 584 Joined: 15-April 06 From: Pittsburgh Member No.: 8,466 ![]() |
I am also interested in any progress. Of course I do have one question. Why the assignment of moves to particular martial arts?
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#30
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Immoral Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 15,247 Joined: 29-March 02 From: Grimy Pete's Bar & Laundromat Member No.: 2,486 ![]() |
Why the assignment of moves to particular martial arts? The original poster was dissatisfied with the idea of Maneuvers being a free-for-all. He is of the opinion that specific Martial Arts tend to gravitate toward certain maneuvers, and so incorporated that into his system. |
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