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James McMurray
QUOTE
I stand by the fact that while Parry is listed as a spec, but does not work because it should be Block is true.


And yet claim you're not being anal about it? Perhaps you don't understand the term? smile.gif

QUOTE
chose instead make an ad hominem attack and


An ad hominem attack requires that I actually attack you. Stating that someone who believes the specialization doesn't work is not an attack on you, it's an attack on a position.

QUOTE
claim that what I said is invalid and I am an anal GM who would lord it over my players to such an awful degree as to say, "you can't use your bonus parry unarmed dice to block... haha! i win!! u loose!! n00b!" And if you believe that you are reading into my statement a anal behavior that you imply would occur in a game, with real repricusions to a players character, and that I would laugh and call them n00b.


I did claim what you said is invalid, but never said you would laugh and call anyone noob. I said that only the most anal of GMs would do that. If you would do it then you're one of the most anal of GMs. If you wouldn't then you're not.

QUOTE
Writing martial arts as a specialization is as poorly thought out


I agree. Giving Martial Arts as a specifialization is poorly thought out, at least until a book comes along that gives rules for MAs and how those apply to specializations.

QUOTE
as poorly thought out as writing parry.


Nah. Parry is easy to understand, and as someone pointed out it's not capitalized so it's not a rules term. They should have used Block, but it's not [i]as[i] poorly thought out.

QUOTE
If you wrote it and my statement bothers you I'm sorry, I don't mean to hurt your feelings.


I don't even know who did write it, but it certainly wasn't me. And it takes a lot more than that to even find my feelings, much less hurt them. wink.gif

QUOTE
You made the claim that I was a bad game master because of it.


No, I made the point that any game master that would laugh and point while screwing the player for choosing a dubiously worded specialization is a bad game master. Your defense of the idea then led me to believe that you must fall into that category. After all, it's rare that good GMs defend bad GMing practices.

QUOTE
You came to that conclusion because it was the simplest conclusion you could come to, in fact a parsimonius conclusion.


I didn't come to the conclusion that you were anal until you continued to defend the stance, indicating a lack of ability to be distant and philosophical on the matter over the desire to be right to the point of picking away at the niggling bits rather than the obvious intent of the rule in question. In other words, I saw evidence. If you believe that to be parsimonious you may want to check your dictionary.
lorechaser
QUOTE (kzt)
I think this makes it cost far too much unless there is something clever going on here. With all SR skills costing the same, I'd never go for this. My characters don't tend to spend much time where they don't have at least a pistol or ceramic knife.

Agreed. That's the real issue. You can't make Unarmed cost any more in terms of BPs than an armed combat skill. You have to keep it based off a single skill, but then allow either manuevers, which provide bonuses and penalties, or allow someone to somehow purchase extra stuff, that is better.

I'm leaning towards manuevers, like those in the Battletech listing, as the best option.

I'd have to say that I wouldn't mind a small section on unarmed in Arsenal, though. If you start going down the "You can't add X, because then you won't have Y" path, you end up losing stuff that would be good, simply because it infringes on someone else's favorites. I can't think of any *other* book to add unarmed to, so it's either Arsenal or nowhere. I'm not talking a 48 page section. More a 2 page breakdown of a few styles, and suggestions on making new ones.
knasser
Fucking Hell. Any people who can carry on an argument about which of them is anal in that level of detail both qualify by default.

On the subject of Martial Arts specialisations, I think that no system that is fun is going to be realistic and as has been pointed out, all of the realistic martial arts have enough adaptability to cover all the different circumstances. If you want workable and realistic specialisations to the unarmed combat skill, have them based on types of opponents. I.e. Larger Oponents, Smaller Opponents, Armed Opponents, etc. Now this does make sense because regardless of your style of martial art, you can adapt better or worse against different opponents. I've done a bitmyself and one of the things I'm aware of is that I'm oddly more comfortable fighting people taller than me than I am fighting people much shorter. Possibly I'm just weird, but if I were to translate my skills into Shadowrun terms I'd probably be Unarmed Combat 3(taller opponents). That's true whether I'm drawing on my training in Karate or Ju-Jitsu or Boxing.

Now I can see that Trolls and Dwarves will love this, but that's fine by me. I'm happy for the Troll character who is used to picking on those smaller than himself being a bit thrown when suddenly confronted with someone of similar build. I like that the dwarf dude enjoys biting people in the groin taking advantage of his size. And the psycho elf that has spent so much time practicing disarming armed opponents that he relishes taking on knife-wielding gangers (but isn't quite as good when faced with a competent boxer).

This makes a great deal more sense to me than describing karate as "hitting people" or Ju-jitsu as "grabbing people" etc. I sincerely, utterly sincerely hope, that there are no such martial arts rules in any SR4 book. If the designers want to use the idea of opponent type specialisations, then I'm entirely happy to have this *yoinked* (assuming that my idea is original).
James McMurray
QUOTE (knasser)
Fucking Hell. Any people who can carry on an argument about which of them is anal in that level of detail both qualify by default.

Agreed. smile.gif
PBTHHHHT
And for another insight, what is a block? Because I'm taking shorin-ryu karate and we don't do hard blocks like those of shotokan, instead it's similar to the chinese boxing styles (xingyi) where the attack is slightly diverted with one hand and the 'block' is more of an 'attack' to punish the opponent's limb. Seriously, is it a block or a counterstrike? nyahnyah.gif
GrinderTheTroll
QUOTE (PBTHHHHT)
And for another insight, what is a block? Because I'm taking shorin-ryu karate and we don't do hard blocks like those of shotokan, instead it's similar to the chinese boxing styles (xingyi) where the attack is slightly diverted with one hand and the 'block' is more of an 'attack' to punish the opponent's limb. Seriously, is it a block or a counterstrike? nyahnyah.gif

I was taught that each block is an attack. So we attack and parry, blocking is an attack in my training.

So arguing the difference is matter of what's taught and how you look at it.
PBTHHHHT
That's what I was trying to say. nyahnyah.gif
GrinderTheTroll
QUOTE (PBTHHHHT)
That's what I was trying to say. nyahnyah.gif

I was just emphasizing your point. There's lots of argument over semantics but it comes down to what you're being taught.
Rotbart van Dainig
QUOTE (Demerzel)
SO Rotbart you would say that PArry is a valid specialization because works when you are in Full Parry? If that is the case then it is not a very useful specialization because it still fails to be helpful to block, and only in those rare cases when you use a full parry.

Indeed. And if you are that pedantic, Martial Arts is a completely useless Specialization, as it doesn't help at any test.
James McMurray
We see it as the opposite, that it will help in pretty much every test as long as you pick a versatile martial art. That, of course, is why we don't allow the specialization.
mfb
here's how i'd do it in SR4. make maneuvers, a la Cannon Companion, and give each maneuver 1-3 styles that make use of that maneuver. there are no style prereqs for learning any maneuver. styles are, mechanically, specializations--eg Unarmed (Shotokan Karate). you only get the +2 dice for specialization when you're using a manuever linked to your specialized style.

so, if you've got Unarmed 4 (Shotokan Karate), and you pick up Focus Strength (a Shotokan maneuver) and Evasion (a Tai Chi maneuver), you get the +2 specialization bonus when you use Focus Strength, but not when you use Evasion. you never get the specialization bonus when you're not using a maneuver.
Kyoto Kid
...sounds fair to me.
Garrowolf
QUOTE (Inu)

'unarmed combat' is a unique skill in that it can have multiple specialties. These specialties apply all the time... but when used against an opponent with the same specialties, they cancel.





I really like this idea. This makes alot of sense to me. My question is does the specialization cost differently or is it the same as regular specializations. Is there a limit to the number of style specializations that can be used at once or is it just a +2 max?
Garrowolf
I don't like the ideas of manuevers because they end up slowing down the game while you look up a bunch of manuever stats.

I also disagree with the argument that unarmed combat shouldn't be more then one style becuase it would cost too much or be unbalencing. Different kinds of melee weapons have different skills and those skills are sometimes less diverse then different kinds of martial arts attacks (especially strikes vs grappling).

I would prefer that there be more then one skill to allow for more variety of effects without the slower maneuvers stuff.
kzt
QUOTE (Garrowolf)
I also disagree with the argument that unarmed combat shouldn't be more then one style becuase it would cost too much or be unbalencing. Different kinds of melee weapons have different skills and those skills are sometimes less diverse then different kinds of martial arts attacks (especially strikes vs grappling).

I would prefer that there be more then one skill to allow for more variety of effects without the slower maneuvers stuff.

If you make learning unarmed combat is part of a skill group that includes the melee weapons. Are you going to add the extra aspects of unarmed to the group (such that everyone is, once more, all the same) or are you going to make learning unarmed combat more expensive than learning the firearms skill group?

Would you sacrifice all your armed and ranged weapons for being really spiffy if someone is stupid enough to let you get to arms reach? If so, can I have your stereo?
Garrowolf
Actually I was thinking that you could replace Unarmed Combat with Linear Strikes and rename the Close Combat Group "Brawling". Then create a few more skill groups to cover different large catagories of martial arts
Brawling Group - BLades, Clubs, Linear Strikes
Hard Style - Linear Strikes, Hard Grappling, Clubs
Soft Style - Circular Strikes, Soft Grappling, Escape Artist

Something like that

Fortune
As opposed to leaving it as it is, and using various Specializations (custom or not), and a little GM and Player imaginative description to reflect the differing styles?

Seems like a lot of work to go to to ultimately gimp starting characters even more than they are already.
Garrowolf
QUOTE
Seems like a lot of work to go to to ultimately gimp starting characters even more than they are already.


How does it gimp any character?
Most people would only learn one martial arts skill in their life, if at all. You don't have to take the skills if you don't want to. Not everyone will have the same skill sets.
If your interested in Martial Arts this allows you to have a character with some flavor instead of the one flavor provided.
If you think that it hurts the characters to have so many skills then just combine a few and you have the same thing as Unarmed Combat. Just have Melee, Firearms, and Unarmed.
Demerzel
The thing is the one flavor provided is infinite flavor. You can have anything you want. You can describe it any way you like. You want to say your character's Unarmed 3 is based on Kung Fu, Bikini Mudwrestling, or Three Stooges Head Bonking you can. And during game play you describe it however you like.

You provide any rules and you'll exclude something, you leave it as it is and it's all inclusive.

Having no style as style.
G.NOME
Going back to that CBT:RPG post, it was really fun to see listings for both Wing Chun and Bujinkan.

Although really, for Wing Chun you'd just an Intuition roll against Willpower. If you win, your opponent tenses up and gets hit. If you lose, you are "chasing hands" and don't get to attack.

For Bujinkan, I'd have to disagree with all those outlandish attribute prerequisites... you'd really only need to buy six levels of Combat Sense.
lorechaser
QUOTE (Demerzel)
The thing is the one flavor provided is infinite flavor. You can have anything you want. You can describe it any way you like. You want to say your character's Unarmed 3 is based on Kung Fu, Bikini Mudwrestling, or Three Stooges Head Bonking you can. And during game play you describe it however you like.

You provide any rules and you'll exclude something, you leave it as it is and it's all inclusive.

Having no style as style.

Some of us like Crunch with our flavor, too.

Sure, I can say "I have studied eastern european mountain ninjitsu. I am a master of the Four Winds mystic gibba gibba technique, and I am one of seven people that know the dreaded Foozle Frobaz Flying Foot of Force." And then my GM says "Roll Unarmed + Agility"

Because to go to an extreme - why do we even have weapon and unarmed styles? Just have a "Hitting People" skill, and let the PC determine whether it's a weapon or a fist or a bottle. Why not just have a "Firearms" skill and let people just pick a wepon for flavor? But people enjoy picking a weapon over another, comparing stats and availability, etc. It's role playing, but it's also a game. Melee and Ranged each have categories, weapon choices, etc. Unarmed has a skill. And then you can be an adept, and pick up stuff that way.

For me, it would be fun to go through 10-15 different styles, compare the flavors, and then get a mechanical difference in my play. If I want to play an adept focused on non-lethal takedowns and humilating my opponent, right now, I can roll two more dice when I'm doing that in flavor. With rules, I could play an Aikido expert, who also took the "Disgraceful blow" maneuver from Streetfighting, and actually have mechanics for doing so. Not an advantage, but a different ruleset. Because to me, that's cool, and fun.

It would also encourage a non-adept unarmed player. Right now the only way to get interesting unarmed stuff is to pick up adept powers. If there were rules for non-magical bells and whistles, you might see a lot less "Why on earth is everyone in my party an adept?!"
James McMurray
QUOTE (lorechaser @ Oct 12 2006, 10:34 AM)
Because to go to an extreme - why do we even have weapon and unarmed styles?  Just have a "Hitting People" skill, and let the PC determine whether it's a weapon or a fist or a bottle.  Why not just have a "Firearms" skill and let people just pick a wepon for flavor?

Be careful. You'll awaken Cain and he'll jump in to exclaim how awe-inspiringly great Savage Worlds is because it does that. smile.gif
Demerzel

QUOTE (lorechaser)
Not an advantage, but a different ruleset.


Well, SR4’s central premise is going away from a multitude of rulesets. We have a rule set for ranged and a rule set for melee. We also have a variety of options for both ranged and melee. In ranged you can select from pistols, automatics, and heavy weapons. In melee you can select blades, clubs, and unarmed. There may be a lot of gun info, but you’ll have to admit that all the gun nuts around here still think that the guns don’t reflect reality. Probably even less so than melee combat.

You want mechanics for maneuvers in unarmed? Why not also for Pistols then? Could be bank shot, ranged disarm, foot shots. Then when we’re done super complicating combat let’s super complicate legwork too. We’ll make social skill maneuvers. It’ll be like Ocean’s eleven.

QUOTE (Rusty)
Off the top of my head, I'd say you're looking at a Boeski, a Jim Brown, a Miss Daisy, two Jethros and a Leon Spinks, not to mention the biggest Ella Fitzgerald, ever.


Or we can have all of it without the rules, and all that happens is we spend less time looking through the books at the game table. The places where it does not harm game play to add complexity is things that can be done off the table. Customization rules for vehicles as an example would be added complexity I can stand behind.
lorechaser
I'd argue that firearms already have manuevers - single shot, semi-auto, short burst, long burst, short full, long full.

That's six different types of shots (well, 5+1) that I can choose from. And I can do each on a simple action. In a single IP, I have to make multiple decisions about the type of shot I'm using, based on recoil, damage needed, available ammo, etc. To me, that's fun.

Melee has "attack" and possibly "grapple" and happens once a pass. I make a decision about who I attack, and that's it. Once I begin grappling, I actually have interesting choices - subdue, pin, etc.

I'd just like to see a system for melee that's on par with selecting a weapon type based on 1. category 2. rate of fire 3. possible accessories 4. ammo type 5. damage. and 6. Recoil. Then having choices like bursts.

Right now, melee weapons have a category, and a damage, and a reach (aka recoil). I don't really think it's reasonable to add more factors to a weapon, so we could basically add "accessories" in the aspect of styles, and rate of fire and ammo in the aspect of manuevers (some of which require unarmed or a type of weapon, some of which can use any weapon).

Again, I think it comes down to how much crunch you want. I enjoy roleplaying. I also enjoy gaming. When I'm in the game aspect (which combat certainly is), I wouldn't mind a certain level of complexity in order to increase what is fun to me. And since it's not a core rule, but an option, everyone can easily drop back to pure "Unarmed" and be happy....
Demerzel
Then at best you should be talking aboujt changes to the variety of armed combat skills, not unarmed. Unarmed is probably closest to throwing as far as melee vs. Ranged.

The big difference here being you're talking about manuevers that are performed basically by the weapon. A sword will never have a FA/BF/SA selector switch. And there is not a full auto throwing weapon.
James McMurray
An exact mirror situation between two sets of rules isn't really necessary. Unarmed maneuvers and firing modes have enough similarities that they make sense in the same rule set.

Of course, we can be pretty certain that SR4 will eventually have martial arts rules. More than any previous version of the game SR4 is about giving as many options as possible and leaving the exact usage up to the GM. Martial arts then is just one more option (easily portable from earlier editions) that can be added. I just hope they make it more balanced than SR3.
lorechaser
QUOTE (Demerzel)
Then at best you should be talking aboujt changes to the variety of armed combat skills, not unarmed. Unarmed is probably closest to throwing as far as melee vs. Ranged.

The big difference here being you're talking about manuevers that are performed basically by the weapon. A sword will never have a FA/BF/SA selector switch. And there is not a full auto throwing weapon.

I consider throwing to be the unarmed ranged attack, basically. Of possibly the equivalent of a holdout pistol. wink.gif

And I've broadened beyond Unarmed - I'm fine with that. wink.gif

Although stylistically, it would be silly to ignore the huge history gamers have with unarmed combat.

The manuevers would create an equivalent system that was somewhat weapon independent. A long burst is basically a maneuver that a ranged attacker can use which modifies the dice they are rolling. It can be used with a class of weapon (BF/FA), and by anyone with the right category of skills.

In theory, I'd rework weapons and unarmed to have the equivalent of SS/SA/BF/FA (something like quick/strong/defensive/overbalanced), and assign that to each weapon. But that's needlessly complicated at this point.

The simplest solution is just to add a subset that allows the melee combatant to modify *their* rolls in a similar fashion, which are restricted to a list of weapons.

Course I have yet to actually propose a list. The fact that recoil as a mechanic doesn't exist makes it harder, and I'm not willing to get as deep as that yet. I like what Battletech tried to do with Stun/Fatigue damage, though. I may work on something like that next.

To be the most consistent, I would propose the following list (the flavor could be changed as you like):

(Semi-automatic) Flurry of Blows (Unarmed, Blades, Clubs, Axes, Whips)

You strike rapidly, losing focus to add extra attacks.

You make two attack rolls, each at half your dice pool (before modifiers). If you target more than one opponent, take a -2 penalty.

(Short wide burst) Quick Strike (Unarmed, Blades, Clubs, Whips)

Your blow is fast, and thus harder to dodge, but lacks power.

-2 from defender's dodge pool, -2 DV.

(short long burst) Powerful strike (Unarmed, Clubs, Axes, Polearms)

Your blow is focused and powerful, but slow.

+2 dice to defender's dodge, +2 DV

(long wide burst) Acrobatic attack (Unarmed, Blades, Polearms, Whips)

You dance about your opponent, bewildering them, but making it harder to land a telling blow, and leaving yourself open to retaliation.

-5 from Defender's dodge pool, -2 DV, -4 to your own Dodge for the next round.

(long narrow burst) Overwhelming Force (Unarmed, Clubs, Axes, Polearms)

You charge at your opponent with little regard for your own safety. You may land a massive blow, but you may well pay for it.

Add half your strength to your DV. -2 dice from your attack roll. You may not roll any defense during the next round.

(Full Auto) All Out Assault (Blades, Axes, Clubs)
Add half your strength to your DV. +2 AP, -4 to defender's dodge pool. You are considered surprised until the end of your your next turn.
PBTHHHHT
Hmmm... these maneuver options aren't too bad. And they're not limited to a style which I despise because that's just flavour. The maneuvers here can be applied to any style including boxing/streetfighting. Not bad, since you're balancing out the maneuver with a disadvantages.
lorechaser
That's the idea - I don't want them to provide any distinct mechanical advantage - in theory, a short burst isn't always a better choice than a single shot.

They should simply be options that can be picked in combat as the situation warrants.
PBTHHHHT
Some name alternatives for your maneuvers... nyahnyah.gif

QUOTE
(Semi-automatic) Flurry of Blows (Unarmed, Blades, Clubs, Axes, Whips)

You strike rapidly, losing focus to add extra attacks.


Slap fight

QUOTE
(Short wide burst) Quick Strike (Unarmed, Blades, Clubs, Whips)

Your blow is fast, and thus harder to dodge, but lacks power.


Rabbit punch

QUOTE
(short long burst) Powerful strike (Unarmed, Clubs, Axes, Polearms)

Your blow is focused and powerful, but slow.


Bitch slap
lorechaser
QUOTE

(long narrow burst) Overwhelming Force (Unarmed, Clubs, Axes, Polearms)


Kick 'em in the Jimmy.
Garrowolf
One of the things that I added was melee and unarmed 'burst fire' rules. If your skill is a 4 then you get to either make a narrow burst at +1 damage or a wide burst at -1 Defense. At a 6 you get +2/-2 burst. This represents flurry of blows for unarmed and flashing blades for melee.
lorechaser
Is there also a penalty for doing so, or is it simply something you get for being good?

Garrowolf
it's a bonus.
Inu
QUOTE (Garrowolf)
I really like this idea. This makes alot of sense to me. My question is does the specialization cost differently or is it the same as regular specializations. Is there a limit to the number of style specializations that can be used at once or is it just a +2 max?

My system: Specialties cost normal (though playtesting may change this). Can only get a total of +2 bonus, yes. smile.gif An aikido master vs a streetbrawling kung fu tai chi kareteka will still be an even match. Somewhat unrealistic, as the one with more styles SHOULD have an advantage in real life... but for game simplicity, each just gets +2. smile.gif

That said, I'm also toying with making melee weapons part of the same skill. Call it all 'close combat'. I have a couple of rules mods to discourage hand to hand fighting, such as allowing shots at people who try to close, except if they do so by surprise or stealth. Of course, once someone's engaged you in hand to hand, I allow them attacks to stop you from getting away!

I haven't played much with this system yet, so as I said, it'll be playtesting that will determine the exact costing. If I go with a single 'close combat' skill, players will have points refunded. Same if I drop the price of additional specialisations (perhaps 2 points for the initial spec, 1 for each one past that).
knasser
QUOTE (knasser @ Oct 11 2006, 02:06 PM)
If you want workable and realistic specialisations to the unarmed combat skill, have them based on types of opponents. I.e. Larger Oponents, Smaller Opponents, Armed Opponents, etc. Now this does make sense because regardless of your style of martial art, you can adapt better or worse against different opponents. I've done a bitmyself and one of the things I'm aware of is that I'm oddly more comfortable fighting people taller than me than I am fighting people much shorter. Possibly I'm just weird, but if I were to translate my skills into Shadowrun terms I'd probably be Unarmed Combat 3(taller opponents). That's true whether I'm drawing on my training in Karate or Ju-Jitsu or Boxing.

Now I can see that Trolls and Dwarves will love this, but that's fine by me. I'm happy for the Troll character who is used to picking on those smaller than himself being a bit thrown when suddenly confronted with someone of similar build. I like that the dwarf dude enjoys biting people in the groin taking advantage of his size. And the psycho elf that has spent so much time practicing disarming armed opponents that he relishes taking on knife-wielding gangers (but isn't quite as good when faced with a competent boxer).

This makes a great deal more sense to me than describing karate as "hitting people" or Ju-jitsu as "grabbing people" etc. I sincerely, utterly sincerely hope, that there are no such martial arts rules in any SR4 book. If the designers want to use the idea of opponent type specialisations, then I'm entirely happy to have this *yoinked* (assuming that my idea is original).

So no-one liked my idea of specialisations based on opponent type? :_( I thought it would be a good way to keep the streamlined rules of SR4, but still have meaningful differences in close combat styles.
Garrowolf
Um.. I could see a specialization in kicking negating a reach benefit but specializing based on size doesn't make much sense to me as a primary system. That should just be covered by the unarmed combat modifiers.

Having the different maneuvers for strong attack and quick attack would be a way of going about it but it is still focusing on just the unarmed combat is just a way of doing damage.

I was wanting first off to seperate grappling from strikes skill. Some people learn both, some just one, and some just the other. Then have usefull grappling rules that weren't too complex (not sure of what that would be just yet).

I don't think that manuevers are the way to go because that just makes you have to keep up with your manuevers (which I don't think worked well in SR3 in the first place). It also goes back to the problem of having to stat out too many systems in order to say what has what maneuever. Then you end up with lots of arguments because one person thinks that this family style of this martial art should have this other maneuver. It was a head ache then and it wouldn't change.

It think that having a few different skills covering major groups of technique types works better because it is simpler.

Besides computer hackers have 7 or so skills, another 3 for technomancers. Magic users have 10 with street magic included. There are 10 weapon skills if you just count each of the exotic weapon skills just once. There are 6 piloting skills. There are even 6 social skills. Why would anyone feel that adding skills to the game would gimp it or take anything away from characters?

Adding martial arts skills gives more options that weren't there before. It doesn't take anything away from the game. This makes the martial artist character types make more sense but not all be the same. People spend their whole lives focused just on studying martial arts. They don't even learn every possible manuever. Making it just one skill makes no sense.

knasser
QUOTE (Garrowolf)
Besides computer hackers have 7 or so skills, another 3 for technomancers. Magic users have 10 with street magic included. There are 10 weapon skills if you just count each of the exotic weapon skills just once. There are 6 piloting skills. There are even 6 social skills. Why would anyone feel that adding skills to the game would gimp it or take anything away from characters?

Adding martial arts skills gives more options that weren't there before. It doesn't take anything away from the game. This makes the martial artist character types make more sense but not all be the same. People spend their whole lives focused just on studying martial arts. They don't even learn every possible manuever. Making it just one skill makes no sense.


Well the thing with hacking having X skills or magic having Y skills to it, is that these are all broad areas of expertise. It's also appropriate to say that "Combat" has Z skills to it, but what you're suggesting is that "Close" Combat should require multiple skills to be good at it. This expands it into a great big role that, in most games I would think, is a waste of time. My play experience is that, although close combat happens, mainly people are getting shot. Shadowrun is a realistic game and hand to hand fighting is an archaic last resort. You could just as easily say that the Hacking skill should be broken down into different knowledge skills such as OS exploits, dictionary attacks, IP spoofing, ad infinitem. And indeed this would make sense if the game were just hacking, but the net effect of this would be to (a) make hacking a horribly big part of the game (b) make characters that just wanted hacking to be one component of their character's role obsolete and ( C ) probably make them more of a karma sink in an attempt at balance.

(A) might suit some GMs if they really want Close Combat to be a big exercise in their games, but (B) and ( C ) are my main concerns. Any system that starts opening up a big array of extra options for close combat is going to make the normal 1-6 close combat skill a poor cousin. Your Unarmed Combat 5 person, who was previously a master, must now build up an array of skills to have the same status, due to power creep. And the GM has to either turn close combat into a karma sink in order to compensate (making close combat characters less viable), or keep costs low and let close combat become much more powerful. Neither option appeals to me so I think creating additional close combat skills would not appeal.

I strongly expect any attempt to define close combat in realistic detail in the rules to bog things down and also lead to player-gm arguments when players expecting the GM / system to deal with it say: "I'm going to put him in a Boston Crab - now he can't fight back.")

I'd also disagree with your statement about martial artists not learning "every maneuvre". Oh yes, we don't set out to catalogue every japanese and chinese name and slight variation from style to style, but broadly speaking, those who really study martial arts are aware of any weak areas and attempt to compensate. And in game terms, specialisations are these wider priniciples rather than particular techniques. Even myself, who is not a particularly skilled martial artist has tried seven different martial arts to find out what suited me and I've studied four semi-seriously (karate, boxing, Wing Chun and wrestling). I'd expect a high rating in Unarmed Combat to represent someone having a studied a mix of complementary styles (or one very well-rounded art). The Shadowrun system rewards having a particular specialisation, but I don't think this is realistic if you're defining specialisations as martial arts. I think you need a different category of specialisations.

QUOTE (Garrowolf)

Um.. I could see a specialization in kicking negating a reach benefit but specializing based on size doesn't make much sense to me as a primary system. That should just be covered by the unarmed combat modifiers.


I'm not talking about it replacing the normal size modifiers. After all, even if you're a good karate-style kicker, the troll's reach has now forced you to rely on it, whereas before it was one of your available options. What I'm saying is that types of opponents could be a very elegant choice of specialisation. The aforementioned troll who mostly just picks on those smaller than himself. Naturally he'll be less effective against another troll who can box effectively and who his strenth can't overwhelm. As others have said, specialising by real world martial art doesn't work very well because there are martial arts that cover all the options quite effectively (Kung Fu or Ju-Jitsu, I would say for starters). But these sorts of preferences cut across style boundaries. I had a very good friend who was 5'3" (1.6m) and an extremely good boxer and martial artist (primarily Ju-jitsu and boxing). He had an absolute knack for taking down those larger than himself. Now I couldn't give him a specialisation in kicks or strikes or grappling seeing as he was very well rounded as a good martial artist will be, but I could quite definitely give him Close Combat (larger opponents). The more used to being able to whack someone from a distance his opponent was, the more disturbed they usually were to find him an inch away with a palm under their chin and a fist pounding their gut. Then again, I once had a great gangly sensei who seemed almost impossible to close with. Definitely a specialisation in those shorter than himself.

As an initial list of close combat specialisations, I would go with:

Unarmed Combat (Larger Opponents)
Unarmed Combat (Smaller Opponents)
Unarmed Combat (Armed Opponents)
Unarmed Combat (Subdual)
Unarmed Combat (Multiple Opponents) the Pa-Kua approach
Unarmed Combat (Spirits) a Phys Adept favourite?

A good mix of rules and flavour, I would say. I can see vivid descriptions of each of these specialisations but they wouldn't cause me big headaches in play.
Garrowolf
This is the system I decided to use. I know that the skill names may not quite fit every martial arts version.

Martial Arts are handled as a series of skills instead of just one skill Unarmed Combat.

Linear Strikes (AGL)
This is the skilled ability to strike with your body and deflect those blows.

Soft Grappling (BOD)
This is the art of locks, throws, etc. Aikido and Judo focus on this.

Circular Strikes (REA)
This is the ability to use circular and simultanious attacks and defence. Less damage but capable of counterattacks

Hard Grappling (AGL)
This is the art of dislocation and tendon destruction.

You can combine them in several skill groups (or a different one with GM permission)

Brawling Group - Blades, Clubs, Linear Strikes

Hard Style - Linear Strikes, Hard Grappling, Clubs

Soft Style - Circular Strikes, Soft Grappling, Escape Artist

Style Knowledges

Then you have a knowledge skill for each martial art you learn. You can have several Hard Styles and only have the Hard Style Group or you can get several and have all the martial art skills as well as several melee skills. Each knowledge covers the techniques, etiquette, and history of that style.

Style Bonus

If you have a knowledge and a martial arts skill at a 2+ then you can get a style bonus. This represents the difficulties of facing an unfamiliar style. If you are facing someone without the style that you have then you get a +2. They could do the same and also get a +2. The max is a +2 no matter then number of styles you know. If you have the same style as another person then you don’t get that +2.

Skill Mastery and Supremacy

If you have a martial art skill at 4 you have Mastered that skill. You can make unarmed ‘burst fire’ like attacks. You get a +1 to damage or a -1 to defend against the attack.

At skill rating 6 you have Supremacy. This gives you +2 damage or -2 to defend.
PBTHHHHT
Ok, so some correlations would be? I know it's not a one size fits all thing, but it's always fun to do some rough comparisons, or an attempt at it.

QUOTE
Linear Strikes (AGL)
This is the skilled ability to strike with your body and deflect those blows.


Boxing, Xingyi, karate, kickboxing

QUOTE
Soft Grappling (BOD)
This is the art of locks, throws, etc. Aikido and Judo focus on this.


what he said, maybe also some others, hapkido too? Seriously, they also do a bit of wrestling in there too... or maybe because the class I took was taught by some former bouncers too...

QUOTE
Circular Strikes (REA)
This is the ability to use circular and simultanious attacks and defence. Less damage but capable of counterattacks


Bagua (Pa-kua, or however else you spell it...), taichi?

QUOTE
Hard Grappling (AGL)
This is the art of dislocation and tendon destruction.


Hapkido, Wrestling, Brazilian Jujitsu
Garrowolf
Well Some martial arts would have just one skill they focus on and others would have a combination of them. The Japanese seem to have divided their martial arts by Strikes and Grappling. Each of their martial arts have a little bit of the other in it so someone in say Jujutsu would have high soft and hard grappling with some circular strikes and a little linear strikes. Judo would be almost totally soft grappling. Karate is almost all Linear Strikes with a little Hard Grappling I've seen. This could be cicular strikes depending on the family style. Then you get into the Chinese styles and they try to have a bit of everything in each one but they are based on a theme. Then you could do Police Unarmed Style which would be mostly circular strikes and soft grappling if they get that much into it. That way it is mainly focused on countering and joint locks.

Having to do with the earlier discussion about opponent types I was thinking that Linear would be good against most everyone. Circular would have an advantage over the others but be more limited. It wouldn't work as well against higher strength characters that can smash through defenses. Hard Grappling would be great until you deal with cyberlimb and anyone with enough tough dermal sheathing. Grappling in general would have troubles for jointlock and pain compliance but I think a well trained guy could throw a troll for great effect. He would always be below the troll's center of gravity.

Then you have to consider the Muey Tae Kickboxer Troll. I think I would run away!
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