BitBasher's Melee Combat System, Insert snappy text here. |
BitBasher's Melee Combat System, Insert snappy text here. |
Feb 4 2005, 03:19 AM
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#1
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Traumatizing players since 1992 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.
Replies are welcome, beat it down :) |
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Feb 4 2005, 03:42 AM
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#2
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Uncle Fisty Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
I like it actually. I think that in some styles, the weapons are usually taught after a better proficency is gained (say skill rank 4), but since that isn't universal, looks pretty good.
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Feb 4 2005, 03:51 AM
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#3
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CosaNostra Deliverator Group: Dumpshocked Posts: 346 Joined: 29-January 05 From: Philadelphia, PA Member No.: 7,034 |
I was thinking about making my own house rules for melee combat but after reading yours, I think I'd be happy to adopt them for my own future games.
I particularly like how you integrate armed and unarmed combat into a single skill and how you 'spend' successes in your system to accomplish moves rather than rely on target number modifiers like the canon system. |
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Feb 4 2005, 03:54 AM
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#4
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
I did that because TN modifications are freaking suicide. In SR since the number of sucesses you get determine how sucessful somehting is, I found it works a lot better in playtesting.
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Feb 4 2005, 03:59 AM
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#5
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Moving Target Group: Members Posts: 478 Joined: 18-December 03 From: Louisville, KY Member No.: 5,918 |
Agreed. And this sounds like a pretty good system, IMHO. I'll have to talk to my GM about this one.
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Feb 4 2005, 06:30 AM
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#6
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Running Target Group: Members Posts: 1,028 Joined: 9-November 02 From: The Republic of Vermont Member No.: 3,581 |
One problem I see here is that, while making armed combat a technique of unarmed combat is, in some ways, an improvement over the current system, which doesn't even allow defaulting between them, it makes it impossible for someone to focus on armed combat to the exclusion of unarmed combat. No matter how good someone is at armed combat, they're necessarily going to be one step better unarmed. This is not realistic and not, I think, desirable.
I'm a barely competent barehanded fighter. I'm more than just a little good with a broadsword. My unarmed skills, such as they are, don't come from any particular unarmed combat training - I've never had any - but are simply spillover from my broadsword training, which I've spent years and years on. In Shadowrun terms, I might have a 4 or 5 in Edged Weapons... but I can guarantee you that I don't have a 5 or 6 in Unarmed Combat. Maybe a 1. More likely, I just default to Edged. It's not possible to make a character under your system that even vaguely approximates my actual skillset. |
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Feb 4 2005, 09:15 AM
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#7
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Well, the catch is that really there are no martial arts (outside of pure sporting matches that have little real world application) that teach a functional weapon combat without the hand to hand to back it up.
I'm more than happy to make adjustments for that but last I asked this noone could really come up with one. |
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Feb 4 2005, 09:22 AM
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#8
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Moving Target Group: Members Posts: 120 Joined: 3-May 04 Member No.: 6,298 |
I agree, Campbell. My fix would be to continue to make them all part of the same continuum, but instead of starting everyone off at unarmed, have everyone start off by picking a particular weapon, one option of which is 'unarmed'. In fact, that brings up a question I have: how does this system handling defaulting? Even without my change, what happens if I get to a reasonably high level in unarmed, and then I pick up a knife, without investing in it as a weapon? What's my skill level and target number?
I agree, but that doesn't change the fact that you still end up with people who are more capable with a sword than without because that's what they practice, even ignoring the advantages that a sword gives you. I could even see requiring that everyone who has a weapons skill also buy the unarmed skill, but I think the weapons skill should be allowed to exceed the unarmed skill. |
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Feb 4 2005, 09:47 AM
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#9
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Running Target Group: Members Posts: 1,133 Joined: 3-October 04 Member No.: 6,722 |
Good call, I like it. As for defaults... well, in my experience any teacher of a martial art, western or eastern, will teach a spread of weapons. You're likely to concentrate on one at a time (hence purchasing the Weapon technique) but get a grounding in several others... How about this? Default to a similar (ie, within the original SR3 groupings) weapon at +2, and an unfamiliar one at +4 (mods subject to review, but you get my drift) |
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Feb 4 2005, 12:14 PM
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#10
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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 |
BitBasher: When you use the term 'combat round', are you refering to the actual initiative pass, or an entire normal turn?
For example, can someone with more than one pass in a turn use a different technique each pass, or is he restricted to the same one the entire round? |
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Feb 4 2005, 01:14 PM
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#11
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Canon Companion Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
In this system, one cannot focus solely on a weapon to the exclusion unarmed until level 3. Furthermore, this system would produce fencers that should beat boxers in unarmed combat. It would also mean that masters of weapons will definitely be extremely proficient in unarmed combat. It does not allow a boxer to have an advantage over a knife fighter in unarmed combat.
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Feb 4 2005, 04:50 PM
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#12
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Moving Target Group: Members Posts: 120 Joined: 3-May 04 Member No.: 6,298 |
I agree with this. What opinion about these facts do you have? I'm guessing you don't like it, but you don't really specify.
I like that, and I'd be happy enough as a GM making a judgement call to what is similar enough to warrant the +2 mod. |
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Feb 4 2005, 05:45 PM
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#13
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
Good point here. Good martial arts treat the body as a weapon for all intents and purposes, actually having a knife or staff is a bonus. ;) |
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Feb 4 2005, 05:59 PM
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#14
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
My only real issue is that you'd need to "buy" skills. If you have good training, you can attempt anything at any level, your degree of success is measured on well you can repeatedly do it correctly and I'd measure that in successes. I would favor requiring a threshold to preform certain tasks aside from "purchasing" skills as your skill level progresses. |
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Feb 4 2005, 06:15 PM
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#15
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
I will concur, but I don't think its because martial arts have "little real world application". I think its because at the heart of all melee fighting styles there are core principles that, when applied in actual combat, cause all styles to converge. As the Japanese say "Enter through form - Exit from form". At an advanced level, all styles have something equivalent to each of Bit's "moves"- what you call it is irrelavent. Really a martial art isn't designed to teach you some specific thing to do in a fight, its to train you to do something that works when the pressure is on and you don't have time to think. It more about changing the way you think about a conflict, how you preceve it and preparing yourself mentally to do what it takes to keep yourself alive. Having said that, I like this system infinately better than the cannon. I think it creates rules that support good role playing in combat, not just more dice rolling with fancy TN mods that force specifics onto the abstract nature of SR combat. I think I might give it a try IMG. One Suggestion: I think (having studied Aikido, Judo and Jujitsu for 10+ years) that the damage caused by a "Throw" move should take into acount the target's Body. Any good throw relies on body mechanics and the attackers energy to take thier balance, but really its gravity and the persons body weight that causes damage. "the bigger they are..." driving them into the ground judo style (using STR) is just icing on the cake. Maybe something like [BODY + 1/2 STR] L/M? and One Question: If a player has the "Combo" ability, can he use "Focus" to increase the damage done by a "Throw" or "Hold"? |
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Feb 4 2005, 06:37 PM
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#16
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Target Group: Members Posts: 56 Joined: 24-July 04 Member No.: 6,512 |
How about Kendo/kenjutsu? Fencing? SCAdian broadsword? Even most escrima classes I've witnessed start with sticks and progress to unarmed. And if you think the above have "little real world application", I'd just like to interject that the dagger training I had in the SCA had a whole lot of real world application on my last visit to Vegas. |
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Feb 4 2005, 06:45 PM
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#17
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
I think that BitBashers point (and logic) is that all forms and all weapons are just tools that a particular style uses to teach the skills you need in a fight (what Bit is calling "moves"). How your particular style does it or what they call it isn't all that important when the fists/feet/knives start flying. I think the "melee combat" skill is sopposed to represent the underlying foundation that all these "moves" draw from. And you could say that the foundation is inherant to the human being- there are only so many ways we can fight given two arms and two legs. Any weapon would be an addition to the tools "God gave us"-- not a natural and instinctive defense mechanism like punching or kicking or what ever. So until you reach a level where your weapon "becomes part of you" you get -1. I think Bit's system reflects this well... |
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Feb 4 2005, 07:18 PM
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#18
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Damn. The more I think about it the more I like this system... :]
More thoughts: - A character with the "Throw" ability should gain some protection against throws. If they've trained to learn how to throw, they've been thrown and learned how to land... - There should be a move that negates impact armor.... something like "Precision" that negates 1 point of IA per level... |
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Feb 4 2005, 07:20 PM
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#19
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
I disagree. You'd think that since a baseball pitcher knows how to throw a pitch, they'd know how to hit, but they have the lowest batting averages. |
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Feb 4 2005, 08:06 PM
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#20
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
I really don't have a problem with that, but the vast, vast majority of the folks that have had any melee combat training, formal or not, have had no training in weapons. hence my system. I wouldn;t have a problem with someone who took a weapon, say katana as their base and used Hand To hand instead of a weapon skill, transposing the two. I consider that a rare case though, as it would be the far and away exception and not the rule.
Very similar weapons (katana to wakizashi, or ninjato) would be at -1 dice, while broader differences would use standard defaulting rules. Gm's discresion. Agan though, that's open to debate.
Yes, a person can use a different technique every time they initiate a combat, when they spend their complex action. Defensive moves can be used while they are defending, but that only applies to Avoidance, Engagement, Block and Position.
My fix above will resolve this IMHO.
That was the point that I used to develop this system around, but I do see other's points about fencing and the like which dont necessarily have a basis in H2H. Fixed above.
I'm not exactly sure what you are saying here... Help?
I disagree here. The two don;t nautrally equate. Even someone who has some training but not in an art that throws should still see the throw coming. I don't think that knowing how to throw should automatically confer a defense.
Ah no. I specifically wanted a system that would not alter the target numbers for the combatabts. This does, it alters the TN for the damage resistance test. TN penalties are what I was specifically trying to avoid here.
Please, keep the feedback coming, assuming we can reach a reasonable consensus I'll be making changes soon! |
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Feb 4 2005, 08:28 PM
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#21
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
I'm not saying that knowing its coming = better defense, any more than a punch or kick that you can anticipate. I'm saying that if you train to throw you also learn how to fall without being hurt. For a throwing art its the equivalent of learning how to block in a striking art. Having studied a throwing arts (aikido/judo) for 10+ years I can tell you that learning to recieve a throw (what we call ukemi) is 75-80% of the training. Once people can fall safely thats when you really start learning how to throw. You cannot learn to throw without being thrown... This just comes from my knowledge of RL training though. If you don't think it applies to SR or this system thats fine... :) EDIT: I should add that I wasn't implying that it makes you impervious to being thrown. Even with a good knowledge of ukemi, someone who is thrown on cement would be hurt. The difference would be between landing on one's head and breaking thier neck (D) and landing on ones side and breaking thier arm (S). Really, you system integrates logical counters to striking (Blocking) but not to being thrown. You could also think of this as a separate move, like "Falling" or something. |
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Feb 4 2005, 08:29 PM
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#22
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
Thats cool. I can see the merit in your approach... |
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Feb 4 2005, 09:43 PM
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#23
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Shooting Target Group: Members Posts: 1,754 Joined: 9-July 04 From: Modesto, CA Member No.: 6,465 |
What I was trying to articulate was that I like the idea of using successes to "buy" options instead of "buying" skills ahead of time. For example, maybe 2 successes would let you throw and opponent, 3 might allow a disarm or perhaps something else. Here's what I suggested a few posts back about my ideas on melee combat: [ Spoiler ]
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Feb 4 2005, 10:00 PM
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#24
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Street Doc Group: Admin Posts: 3,508 Joined: 2-March 04 From: Neverwhere Member No.: 6,114 |
GrinderTheTroll:
I like that system as well. aw man... Now I'm conflicted.... :( edited for brevity |
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Feb 4 2005, 11:18 PM
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#25
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Traumatizing players since 1992 Group: Dumpshocked Posts: 3,282 Joined: 26-February 02 From: Las Vegas, NV Member No.: 220 |
Actually grinder I specifically avoided that type of system after considering it because it dramatically violated the "decalre actions" methodology of the SR combat turn. You are required to declare your intended action before you do it. In your example the person could never fail a throw because he would know whether or not it would work before he even had to choose to execute it. He would know whether he had met the threshold for a disarm or a throw or such. If he didn't get the right number of sucesses then big whoop, he just does something else instead and automatically suceeds in that too. (assuming of course he wins the round, elsewhise this is moot).
In essence it makes your options in combat nearly risk free. |
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