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Garrowolf
I was wondering if anyone had any ideas for a martial arts system for 4th ed.

Personally I hated the maneuvers in 3rd ed. I would prefer a series of skills which would cover the general effect as opposed to each maneuver listed.

I was thinking sort of an effects based game so that you would need rules for individual martial arts. (ie no Judo skill but maybe a Grappling skill)

I wanted it to stay quick like the rest of the system but cover more then I punch/kick you for more damage.

Any thoughts?
Dread Polack
Personally, as I don't have very detailed knowledge of martial arts, I'd keep it simple. I'd have the character specialize his/her unarmed combat skill, define a set of basic maneuvers (punches, kicks, blocks, throws, grappling, etc) and gain their +2 bonus to those maneuvers. It would be easy, of course, for them to simply just use their defined maneuvers all the time, but there should be times where it's not possible (like grappling vs. hand to hand combat, or only when blocking, not attacking, etc.).

Dread Polack
lorechaser
It's going to have to be complicated to be useful, though. wink.gif

I'm horribly frustrated by Unarmed Combat (Martial Arts). I think that is the gimpiest excuse for a specialization I've ever seen. Because, seriously, when would "Martial Arts" not apply? Why not simply say "Unarmed combat is at +2 dice for 2 bp"?

I tried to at least tone it down for my character, by selecting a specific art, and getting a general list of the techniques they use. However, since any decent martial art has provisions for punching, kicking, grappling and disarming, that's still effectively the same thing.

I have a vague system in mind where you purchase Unarmed Combat as normal, and then each point can be used to buy two points of subsytems. Specialization would apply to one specific subsystem, like "grappling" "disarming" "close combat" "parrying" "non-lethal" "submission".

That's still not great, but a bit of an improvement.

In an ideal world, you would have a manuevers system in place.

Honestly, unarmed combat gets the shaft in SR (which is really okay, otherwise you end up like d20 modern, where people forgo guns for fists), and it could use some punching up (ha!).

The fact that it takes a complex action to make an unarmed attack suggests that they should be at least a bit more flexible than ranged, which has SA/BF/FA and the complexities therein....
Mistwalker
Isn't Arsenal supposed to have updated rules for martial arts?

Thought I am impatient, I think I will wait for Arsenal, too laze to work on a set of rules that I may have to throw out in a month or two smile.gif
James McMurray
Hopefully they'll clarify that the +2 specialization bonus only applies when using maneuvers specific to your chosen MA, require specialization to use MA, and all specializations in multiple MAs.
GWCarver
You don't really need a system. Any practical MA is going to be well rounded, maybe with a specialization in something. Just rename your unarmed skill to Muay Thai and take a specialization in kicks or elbows or whatever.

In our games we have and are continuing to add more melee options but they are not limited to any specific MA style.
Ryu
The specialisation of MA does not apply while trying to grapple an enemy or while parrying.

The first may be unimportant depending on your usage of the skill, the second is important. At least in our group, MA is used for offensive rolls and parry for defensive rolls. Might be wrong though.
lorechaser
GWC: Good point. I'd feel better conceptually about having a Krav Maga skill, and a "Takedowns" specialization.

And post up your melee stuff. wink.gif

Why wouldn't MA apply when grappling or parrying? If my martial art of choice is Krav Maga, and a large portion of Krav Maga is focused on grappling and parrying, why not? Or, say, Jeet Kun Do, which incorporates Judo (Grappling) and Kali sticks (parrying) among other things?

That's the problem - a good choice of martial art will cover every aspect of unarmed except possibly "You are in a boxing match, so must box"
kzt
QUOTE (Ryu)
The specialisation of MA does not apply while trying to grapple an enemy or while parrying.

In reality, it all depends. Brazilian ju-jitsu is pretty much all about grappeling. You can sort of divide martial arts styles into striking, throwing, grappeling and floor techniques. Very few (if any) styles do more than three, few do less than 1&1/2.

The issue you run into is spending points on a zillion little combat skills that provide little combat utility. If people are supposed to spend real point on it it should be worth something major. I didn't think SR3s system was.

It's a lot easier to learn to shoot someone than learn to fight them unarmed. Having to close to arms reach on someone is a major limitation, as, to quote Murphy's cops laws:

"Bullets work on veteran cops too. They also work on weight lifters, martial arts experts, department marksmen, Narco Investigators, S.W.A.T. jocks, and others who consider themselves immortal. "
Rotbart van Dainig
One still can truly hope that the abomination of multiple named unarmed combat skills won't happen anymore with the way SR4 is designed.
Demerzel
Just because I feel like being pedantic, MA wont work while Parrying because Parying uses an armed combat skill (Blades, Clubs, Etc.). Unarmed(MA) is used for blocking.
Rotbart van Dainig
No, Unarmed (Parrying) is a specialization that is used for blocking... Unarmed (Martial Arts) is the specialization used for attacking.
GWCarver
People seem to be getting confused between what the see or learn in modern MA schools and reality. If you are learning a MA with the purpose of using it on the street, you are going to learn strikes, takedowns, grappling, weapon defenses and any practical techniques available. I have studied, Judo, both Japanese and Brazillian Jiu-iutsu, Krav, Muay Thai, Aikido, Karate, Boxing, Kung Fu, Kali, Kyu-Do and a couple others. Most of these are fairly comprehensive. Fancy moves you want to do are simply the results of getting a good roll. Further more, plently of MA teach parrying and some (Aikido) specialize in it.

I would hesitate before giving any special moves or bonuses to particular styles. You might force all disciples of a style to take a specific specialization or set of skills. I will attempt to post some of our melee rules when I get home tonight.
MadDogMaddux
gimme a bit and I'll post the basic Martial Arts rules from ClassicBattletech:RPG. Their skill systems are very similar, and it might be possible to adapt them across the games.
Demerzel
QUOTE (Rotbart van Dainig)
No, Unarmed (Parrying) is a specialization that is used for blocking... Unarmed (Martial Arts) is the specialization used for attacking.

The problem is you are relying entirely on the description in the skills section. If you see p147 of the core rulebook you will see that you have three options when defending:

If you have a melee weapon in hand you may Parry (React + Appropriate Weapon Skill)

If you have unarmed combat skill you may Block (React + Unarmed Combat Skill)

Or you may Dodge (Reaction + Dodge)

So my advice is that you never take the parrying specialization of the unarmed combat skill as you can basically never use it. Because you man not use unarmed to parry.
James McMurray
In English (i.e. not Rules speak) "Parry" and "Block" are synonyms. I think only the most anal of GMs would look at your specialization and say "you can't use your bonus parry unarmed dice to block... haha! i win!! u loose!! n00b!"
Demerzel
But parry and block are specifically defined in Shadowrun, and they mean different things. It is a clear example that there are more problems with the Unarmed skill than just the fact that the MA spec is too broad. The fact that the list of specializations includes something you cannot do with the skill should point to the specialization list as being a pretty useless and poorly thought out piece of fluff.
James McMurray
Or it points to seperate authors using the same idea but a different word. In other words poor editing, not unuable rules. YMMV, but I'm firmly in the camp of the non-anal on this one.
Demerzel
You'll note that I gave fair warning that I chose to be pedantic in my first post in this thread. If you're going to bemoan the fact that I'm being pedantic you were warned:

QUOTE (http://www.m-w.com/dictionary/pedantic)
Main Entry: pe·dan·tic
Pronunciation: pi-'dan-tik
Function: adjective
1 : of, relating to, or being a pedant


QUOTE (http://www.m-w.com/dictionary/pedant)
Main Entry: ped·ant
Pronunciation: 'pe-d&nt
Function: noun
Etymology: Middle French, from Italian pedante
1 obsolete : a male schoolteacher
2 a : one who makes a show of knowledge b : one who is unimaginative or who unduly emphasizes minutiae in the presentation or use of knowledge c : a formalist or precisionist in teaching


The point is, I find it ironic that someone wants to complexify the rules of melee combat system when they don't fully understand the current rules.

You want helpful advice? Okay, I'll be constructive here for a minute. Any specialty of a combat skill should relate somehow to an appropriate mechanic. I would propose a list of example specialties for unarmed as:

BLOCKING (or Defending), Attacking, combat with multiple opponents, combat with a single opponent, opponets armed with blades, opponents armed with clubs, opponents with a reach advantage, opponents with a reach disadvantage.

I could go on.

Walknuki
Why would you even need a seperate system for Martial Arts? Have Unarmed Combat just simulate that. You decide what form the art takes. If it's a form that specializes in something particular take that as a specialty or as seperate skills. Jujitsu would have a specialty in Takedown, Judo in Subduing, Akido could represent a high Dodge skill.

No need for a convoluded Martial Arts system.
MadDogMaddux
OK, below is the list of CBT:RPG Martial Arts and their subskills. I'll leave it to better SR4 Wizzards than I to determine if they can be adapted, and how so.

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>

(from CBT:RPG p. 102)
...A character with the Martial Arts skill adds his skill bonus to the action check result in melee combat. For each skill bonus point in Martial Arts, the character may chose to learn one of the following maneuvers.

Akido

Akido Dodge
Your opponen's Target Number (TN) to hit you is increased by 4, but your character cannot inflict damage this round of melee.
Topple
Your character's Target Number to hit is decreased by 2 and you cannot inflict damage this round. However, if you win the round of melee combat, the attacker is knocked prone.
Throw
A character must have a +2 Skill or better in Aikido to use this maneuver. Costs 1 Fatigue. If successful, you throw your opponent a number of meters equal to half your strength(round down) and he lands prone.

Military

Haymaker
By taking 1 Fatigue, you may add 2d6 damage.
Sweep
Your TN to hit is increased by 2, but if successful your opponent is knocked prone in addidion to taking normal damage.
Neck Jab
Must have at least a +2 Skill bonus in Military to use this. Your TN is increased by target's Reflex attribute, plus highest Martial Arts skill bonus (if any), but if your attack succeeds, the target must make an immediate Knockout Test with a TN modifier equal tot he attack's margin of success. This attack cannot be used against a character in full-coverage armor.

Tae Kwon Do
Block
Your opponent's damage is divided in half (round down), but you cannot inflict damage this round.
Roundhouse Kick
A character must have at least a +2 Skill bonus in Tae Kwon Do to use this maneuver. Costs 2 Fatigue. You may add 3d6 damage and the attack has an armor penetration value of 1.
Flying Kick
Costs 1 Fatigue. You can melee attack a target up to 2 meters away. If you win the round, the target must make a knockdown test. In addition, if the target was not in melee combat with you at the beginning of the round, he may not inflict damage on you even if he winds this round of combat.



(From Classic Battletech: Companion p. 112-114 *cracks his knuckles*)

Gung Fu

Crane

Crane Dodge
Opponent's to-hit TN increased by 3, you cannot do damage this round
Crane Wing Sweep
TN increased by 2, successful attack knocks opponent prone and deals normal damage.
Weapon Style
Requires +2 Skill bonus, allows you to use weapons with your standard Martial Arts maneuvers from any school. Use the lower of the two for your bonus.

Praying Mantis(requires +2 Skill bonus minimum)

Tan Tui Kick
Successful attack knocks opponent down and deals 2d6 fatigue.
T'ai Chi Punch
Designed to break bones, or joints if used in conjunction with Mantis Hook. Causes a serious wound to opponent if successful, but costs 2 Fatigue. Breaking Joints: After initiating Mantis Hook Grapple, attack with Punch, +2 TN for Elbow, +4TN for Shoulder, standard TN for wrist.
Mantis Hook
Requires a +4 skill bonus. Allows a free attack when target withdraws from the hold. Instead of attacking, player may opt to release suddenly, sending the target off-balance.

Tiger(requires +2 Skill bonus minimum)(+4 penalty when fighting on slick or wet surfaces)

Tiger Strikes
Inflicts a serious wound, costs 2 Fatigue.
Tiger Bares its Claws
Fingertip strike, costs 6 Fatigue, inflicts a Critical Wound upon successful attack. Requires a +4 skill bonus.
Tiger at Twilight
2 options: Block or Dodge
Block - Attackers recieve +4 TN to hit, successful blockprovides free attack at +2 TN.
Dodge - Player may not attack that round, recieves +5 TN to attacker's TN.

Dragon (Requires Skill bonus +2)

Swaying Dodge
Attacker's TN to hit you is increased by 4, Player may only use Dragon Tail Sweep from this position.
Dragon's Claw
Same as Tiger Bares its Claws
Dragon Tail Sweep
Players' TN increased by 3, successful attack deals full damage and knocks target prone.


Snake(+1 Skill bonus required)

Viper's Tongue(requires +3 Skill Bonus)
Attacks infict Grazing Wounds, but every 3 successful attacks increase the Wound Value until Critical, when target must make a Knockout Test.
Cobra's Assault
Successful attack forces Target to make a Stun Test or be stunned.
Python's Grip (requires +2 skill bonus)
Attacker makes skill check against HALF Opponent's Reflex. Succesful check places target in a hold until target can win an opposed Strength Test. Each attempt to break free increases the target's TN by 2. This attack CAN be used to make the target Black out (no rules are provided for this, however, heh)


Leopard (requires +3 Skill bonus)

Leopard at Dawn
Same as Tiger at Twilight
Leopard Bares its Claws
Same as Tiger Bares its claws, but only inflics Serious Wound and only costs 4 Fatigue.
Leopard Pounces on its Prey
Player may run from standing position a distance of meters equalto skill bonus and make a leaping kick to knock down opponent. Successful skill check at +4 TN forces opponent to make a knockdown check and a stun check.


Wing Chun (player may only choose 1 skill for every 2 levels of skill bonus)

Little Imagination
For every 3 skill bonus points, character gets 1 extra attack per round to a maximum of 3. Each attack will cause a minor wound to an opponent. Subsequent attacks in the same round raise damage to Critical. Each attack costs 3 Fatigue.
Thrusting Fingers
Same as Viper's Tongue
Hands that Stick
Attacker's TN to hit you increased by 3, you cannot attack this round.
Wings of Dancing
Same as Tiger at Twilight
Weapon Style
Same as Crane Weapon Style.




Ninjitsu (Bujinkan) (Attribute Minimums: STR 5, DEX 5, RFL 6, INT 5, WIL 5) (Character may take 1 Maneuver per 3 Skill levels)

Karma Punch
Same as Viper's Tongue, but only requres 2 hits per wound level elevation.
Snap Kick
+4 TN, deals full damage, forces a knockdown test, and if opponent was not in melee combat, he must make a stun test.
Restraint
Successful attack forces target to make an immediate knockout check equal to the Character's skill bonus plus skill check to attack.
Charge
Move as if Sprinting and attack in same turn. +4 TN to hit, causes 1 Fatigue per turn.
Grapple
Successful test against half Opponent's Reflex Attribute forces target to make an opposed Strength test to break free. Failure to break free allows Character to throw target if he desires. Target then takes falling damage. Costs 1 Fatigue.
Touch of Death
Player may not make any attacks in the turn prior to this attack.
Player may subtract skill bonus from Target Number to reflect focusing on the attack for a whole round. Successful attack to head inflicts Deadly Wound, Torso hit inflicts Serous Wound, all others inflict Minor wound.
Costs 10 Fatigue.
Weapons
Same as Crane Weapon Style.




Just for Clarification, CBT:RPG uses Wound Value instead of Physical Damage, and uses Fatigue instead of Stun Damage. So those would have to be converted over.


If nothing else, this might give some ideas to how it could be handled in SR4.







PBTHHHHT
Booo, hissss, the list doesn't even cover some of the other chinese boxing styles like Taichi chuan, Bagua chuan, or Xing Yi Chuan... and just the shaolin kung fu styles? C'mon what about Lohan style? what about hapkido or... I'll quit now. I know you're just putting out a list from what btech released. I'm just being silly (and adding in arguments like in other martial arts threads). wink.gif

QUOTE
Why would you even need a seperate system for Martial Arts? Have Unarmed Combat just simulate that. You decide what form the art takes. If it's a form that specializes in something particular take that as a specialty or as seperate skills. Jujitsu would have a specialty in Takedown, Judo in Subduing, Akido could represent a high Dodge skill.

No need for a convoluded Martial Arts system.


This part is something I agree with, I like to keep it abstract and simple. One reason is many folks these days will incorporate other styles to keep it useful for fighting on the street. My karate class also incorporates Hapkido techniques for grappling, throws, and joint locks to supplement the strikes just in case the fight gets close in. The experienced fightes will incorporate different manuevers/techniques for different situations but in the end for me it's easiest to devolve it to just a skill check.
Rotbart van Dainig
QUOTE (Demerzel)
But parry and block are specifically defined in Shadowrun, and they mean different things.

That's an interesting point: They aren't capitalized, thus not game terms.

QUOTE (Demerzel)
It is a clear example that there are more problems with the Unarmed skill than just the fact that the MA spec is too broad. The fact that the list of specializations includes something you cannot do with the skill should point to the specialization list as being a pretty useless and poorly thought out piece of fluff.

That is incorrect - take a closer look at the 'Full Parry' rules.
Fortune
QUOTE (PBTHHHHT)
C'mon what about Lohan style?

Lindsay has her own Martial Arts style now? eek.gif
GrinderTheTroll
QUOTE (Walknuki)
Why would you even need a seperate system for Martial Arts? Have Unarmed Combat just simulate that. You decide what form the art takes. If it's a form that specializes in something particular take that as a specialty or as seperate skills. Jujitsu would have a specialty in Takedown, Judo in Subduing, Akido could represent a high Dodge skill.

No need for a convoluded Martial Arts system.

Much like Magic in SR4, you'll have traditions that are for the most part, the same. For magic, it's the spirits you can call on to help you when the time comes. And much like to totem dice, I think MA will take a similar path. Maybe each style will choose a Style-Attribute to use for all actions.

On the other hand, pehaps "Martial Arts Initiation" system with a "Rank" like magic/resonance would be another approach. MA Techniques could be learned (more or less slanted to the appropriate style) and would grant bonuses based on MA Rank.

The analogy would make a Martial Artist function within a known system like Magic or Technomancers for skill/ability advancement.
James McMurray
QUOTE (Demerzel)
If you're going to bemoan the fact that I'm being pedantic you were warned:

Nah, that's not bemoaning. That's telling you you're wrong. Bemoaning looks a lot different. Besides, I was saying your position is anal, not pedantic. smile.gif
Demerzel
QUOTE (James McMurray)
I was saying your position is anal, not pedantic. smile.gif

Well then you were wrong because I was being pedantic.
Kyoto Kid
...and no mention about good old fashioned Boxing.

The basic moves would be:

Punch
Jab
Cross
Uppercut
Block
Clinch (Grapple)


...as to martial arts as a specialisation:

I have no issue if, as mentioned in several other responses above, the +2 pool modifier only comes into play with the specific moves for a given discipline (*Fool*, you listening?). One idea would be to use the Martial Art descriptions (& not the actual rule expansions) from the Cannon Companion as a general guide as to which moves are part of each style.

I agree, we really don't need another comprehensive [read: complex] ruleset for Martial arts.
James McMurray
QUOTE (Demerzel)
QUOTE (James McMurray @ Oct 10 2006, 01:05 PM)
I was saying your position is anal, not pedantic. smile.gif

Well then you were wrong because I was being pedantic.

The two are not mutually exclusive. They're also not collectively exhaustive, that is there's an entire host of other things you could have been being. smile.gif
Demerzel
QUOTE (James McMurray)
I think only the most anal of GMs would look at your specialization and say [ . . . ]


QUOTE (James McMurray)
I was saying your position is anal


You are assuming my position is that we should penalize anyone who misses this problem and deny them their bonus dice to parry. Or at least that was what you were caiming was anal before. Where in fact my I took no position I only identified a flaw.

The position I took is that adding further complexity to the unarmed combat system is uncalled for, the example that I used and you claimed made me an anal GM was to point out that further complexity is uncalled for. If you claim that my position is anal, and my position calls for simplification, than I question your understanding of anal.
PBTHHHHT
QUOTE (Fortune @ Oct 10 2006, 03:53 PM)
QUOTE (PBTHHHHT @ Oct 11 2006, 06:46 AM)
C'mon what about Lohan style?

Lindsay has her own Martial Arts style now? eek.gif

Oh yeah, watch out for the hair grab maneuver. nyahnyah.gif

Argh, I glitched on my kung fu history knowledge skill. Lohan is a shaolin style. Ugh, anyway, it's an old, established style.
blakkie
QUOTE (Demerzel @ Oct 10 2006, 03:54 PM)
QUOTE (James McMurray)
I think only the most anal of GMs would look at your specialization and say [ . . . ]


QUOTE (James McMurray)
I was saying your position is anal


You are assuming my position is that we should penalize anyone who misses this problem and deny them their bonus dice to parry. Or at least that was what you were caiming was anal before. Where in fact my I took no position I only identified a flaw.

The position I took is that adding further complexity to the unarmed combat system is uncalled for, the example that I used and you claimed made me an anal GM was to point out that further complexity is uncalled for. If you claim that my position is anal, and my position calls for simplification, than I question your understanding of anal.

So, um, I think this qualifies a vote for "both"? Lohan-style. silly.gif notworthy.gif
James McMurray
QUOTE (Demerzel)
You are assuming my position is that we should penalize anyone who misses this problem and deny them their bonus dice to parry.  Or at least that was what you were caiming was anal before.  Where in fact my I took no position I only identified a flaw.


QUOTE (Demerzel)
So my advice is that you never take the parrying specialization of the unarmed combat skill as you can basically never use it. Because you man [sic] not use unarmed to parry.


You told someone not to take the specialization because they would not be able to use it, and yet want to claim that you were not taking the stance the the specialization is unusable? Interesting.

QUOTE
The position I took is that adding further complexity to the unarmed combat system is uncalled for, the example that I used and you claimed made me an anal GM was to point out that further complexity is uncalled for.


There was no, "for example" or similar phrase in any of the posts prior to you telling someone that the specialization was unusable. It was not until you were called on it that your story changed to "I'm just giving examples I don't actually agree with."

You've taken two positions, at least one of which was anal. Erm... wait. That's not quite how I meant it. wink.gif

QUOTE
  If you claim that my position is anal, and my position calls for simplification, than I question your understanding of anal.


If you knew how many videos I'd seen you would never question my understanding of anal. eek.gif Ok, I shouldn't have gone there, but I'm a baaaad boy.
Demerzel
QUOTE (James McMurray)
You told someone not to take the specialization because they would not be able to use it, and yet want to claim that you were not taking the stance the the specialization is unusable? Interesting.

You took that quote to the extreme of assuming that I would lord over someone that mistake and deny them the ability. If you were to get anything out of that it shouldbe to take Blocking as a spec instead of Parry since that is what you woul dbe doing with it. You seem to think that if I say a character sheet with parry I'd force someone to be stuck with a useless spec.

I also would recomend noone ever take Cyberimplant Surgery as a specialization of Heavy Weapons. Does that make me anal as well?
Fortune
QUOTE (Demerzel)
I also would recomend noone ever take Cyberimplant Surgery as a specialization of Heavy Weapons.

But I really wanted to riddle someone with nanite-laden bullets from my trusty heavy machine gun.
Demerzel
I was thinking more along the lines of a military grade laser for eye implants.
Kyoto Kid
QUOTE (PBTHHHHT)
Oh yeah, watch out for the hair grab maneuver.    nyahnyah.gif

...KK, having studied Muy Thai perfected the flying kick in the balls maneuver.
James McMurray
QUOTE (Demerzel)
You took that quote to the extreme of assuming that I would lord over someone that mistake and deny them the ability. If you were to get anything out of that it shouldbe to take Blocking as a spec instead of Parry since that is what you woul dbe doing with it. You seem to think that if I say a character sheet with parry I'd force someone to be stuck with a useless spec.

I also would recomend noone ever take Cyberimplant Surgery as a specialization of Heavy Weapons. Does that make me anal as well?

If "reading what was written" is the same as "taking things to the extreme" then guilty as charged. smile.gif

Telling someone not to take cyberimplant surgery for heavy weapons is (as you almost certainly know) not the same. One is a valid thing in the book that you gave a pedantic and anal argument against without making it clear that you weren't as anal about it as you appeared. The second doesn't exist, has no argument against it, and is phrased in a way that shows it isn't serious.

If someone says "X is in the rules, but don't pick it because it doesn't work for reasons Y and Z" it's usually pretty safe to assume that person is of the opinion that X doesn't work because of Y and Z. If that's not your intent then you may want to think about a better way to phrase your statements.
twilite
How hard would it be to just change the specializations of Unarmed Combat to Attack, Block and Subdue? That is, specialize by function instead of flavor. Is there another use for Unarmed I'm missing? I would include cyber-implant in those three- those functions are what you are using it for anyway.

For flavor you can define whatever style you want by that- "I'm an Aikido master, and my style focuses on defense" or "I use Muy Thai, a hard style, that focuses on striking". Yes, all the martial arts teach all three, but for flavor you can define which is the emphasis, without having to go into elaborate rule creations.
PBTHHHHT
QUOTE (Kyoto Kid @ Oct 10 2006, 07:56 PM)
QUOTE (PBTHHHHT)
Oh yeah, watch out for the hair grab maneuver.    nyahnyah.gif

...KK, having studied Muy Thai perfected the flying kick in the balls maneuver.

You want to know something really crazy? The Xingyi boxing style that I learn, one of the forms is known as chicken, one of the opening part for the form is a double strike for the groin, an initial underhand right swing with a grab and tear followed by a left hand strike downward. One of the benefits is that if they're wearing a cup the grab and tear is to open it up for the left hand strike. biggrin.gif

Ah well, I fight to win, even if it involves crotch shots. wink.gif
Garrowolf
I think that it would be better to have a few skills that cover the basic catagories of actions of MA would be better then a bunch of manuevers.
I was thinking about something like this:

Linear Strikes - Strikes designed to do just damage, gets into physical damage
Circular Strikes - Better to counter with but less damage
Soft Grappling - Little damage but extra stun. Throws and joint locks.
Hard Grappling - Designed to damage limbs so they don't work. Joint breaking.

Then have the actual MAs reflected as a series of Knowledge skills that would cover techniques, etiquette, and history.

Then make Unarmed Combat the Skill Group (or Martial Arts).

BTW it works better to make unarmed and melee attacks simple actions, though I could see ground grappling being an extended complex action.
Demerzel
QUOTE (James McMurray)
If someone says "X is in the rules, but don't pick it because it doesn't work for reasons Y and Z" it's usually pretty safe to assume that person is of the opinion that X doesn't work because of Y and Z. If that's not your intent then you may want to think about a better way to phrase your statements.

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

The point is you ignored the fact that I indicated it was a pedantic argument and chose instead make an ad hominem attack and 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. Your assumption is false.

In this respect I illustrating a parallel between the MA spec and the parrying spec. Writing martial arts as a specialization is as poorly thought out as writing parry. If you wrote it and my statement bothers you I'm sorry, I don't mean to hurt your feelings. However the fact remains that there is a contradiction within the 349 page book. Wow, not very amazing is it?

I pointed out a flaw in the rules, in a public forum which may be perceived as existing for the discussion of rules. You made the claim that I was a bad game master because of it. You came to that conclusion because it was the simplest conclusion you could come to, in fact a parsimonius conclusion.

QUOTE (http://www.m-w.com/dictionary/parsimony)
Main Entry: par·si·mo·ny
Pronunciation: 'pär-s&-"mO-nE
Function: noun
Etymology: Middle English parcimony, from Latin parsimonia, from parsus, past participle of parcere to spare
1 a : the quality of being careful with money or resources : THRIFT b : the quality or state of being stingy
2 : economy in the use of means to an end; especially : economy of explanation in conformity with Occam's razor


Parsimony, where have I heard that before? Oh yes:

QUOTE (http://www.m-w.com/dictionary/anal)
Main Entry: 1anal
Pronunciation: 'A-n&l
Function: adjective
1 : of, relating to, situated near, or involving the anus <an anal fin>
2 a : of, relating to, characterized by, or being the stage of psychosexual development in psychoanalytic theory which follows the oral stage and during which the child is concerned especially with its feces b : of, relating to, characterized by, or being personality traits (as parsimony, meticulousness, and ill humor) considered typical of fixation at the anal stage of development <an anal disposition> <anal neatness>
- anal·ly  /-n&l-E/ adverb


Now it is my turn for the ad hominem argment.
kzt
QUOTE (Garrowolf)

Linear Strikes - Strikes designed to do just damage, gets into physical damage
Circular Strikes - Better to counter with but less damage
Soft Grappling - Little damage but extra stun. Throws and joint locks.
Hard Grappling - Designed to damage limbs so they don't work. Joint breaking.

Then have the actual MAs reflected as a series of Knowledge skills that would cover techniques, etiquette, and history.

Then make Unarmed Combat the Skill Group (or Martial Arts).

BTW it works better to make unarmed and melee attacks simple actions, though I could see ground grappling being an extended complex action.

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.
Demerzel
And for the record I advocate any given real world MA style to be pure flavor. If the intent of the specializations is that MA = Offensive, Parry = Defensive, Subdual and Cyber-implant are as they are written then that is how it should be. Martial Arts is far too open to interpretation if they ment offensive then it should be offensive. Parry is counterdefined, if they mean defensive then it should be defensive.

I do not advocate a complex martial arts style chapter in arsenal. For the same reason I do not advocate adding weights to every item in the world. Having brought it up I apologize, that is an argument that will never die. However if in fact Arsenal will be including the Rigger information we sorely need then any chapter on martial arts is wasting valuable space. If it comes down to having special style rules or an index I'll take an index. I would hate to see a repeat of Runner Havens where an index was excluded because there was not room.
Ryu
The editing of SR4 is good. "Parry" should read "block" because both are extremely similar and intent is pretty obvious.

That many MAs teach all aspects of Unarmed Combat tells us one thing: the specialisation should have been called something like "attack". You´d then either have a balanced MA as Unarmed Combat skill without specialisations, or choose a strong point.
Inu
My own martial rules, borrowed from my friend's excellent rules he used in his Star Trek game:

'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.

Most gangers, for instance, will have 'Unarmed Combat (streetfighting).' When fighting each other, the streetfighting cancel out -- no-one gets extra dice. In comes the kung fu master. He knows 'Unarmed Combat (kung fu)', but not streetfighting -- both he and the gangers get +2. Kung fu master then retires, and teaches a ganger how to fight in his style. That ganger now has both specialisations: now, he gets a +2 against other gangers (because of his kung fu), but they get none against him (because he possesses their specialisation as well).

Kung Fu Ganger will also retain his +2 bonus when he goes into chinatown and fights other kung fu practicioners... but if he uses the +2, it means he's using streetfighting moves. The other kung fu guys might find this newcomer offensive and barbaric, with all his uncouth 'street' moves and refuse to fight him... but the ganger can always choose to forego the +2 and fight using only kung fu -- until his life's in danger, when he breaks out the squirrel grip to clinch the fight (so to speak).
Glyph
QUOTE (Ryu)
The editing of SR4 is good. "Parry" should read "block" because both are extremely similar and intent is pretty obvious.

That many MAs teach all aspects of Unarmed Combat tells us one thing: the specialisation should have been called something like "attack". You´d then either have a balanced MA as Unarmed Combat skill without specialisations, or choose a strong point.

I agree. I think "attack" is a better name for the specialization, because some martial arts might fit more in the blocking (aikido) or subdual combat (Greco-Roman wrestling) specializations. Besides, unarmed combat essentially is martial arts, so it's a redundant name for a specialization. It's like having "pointy" as a specialization for the Edged Weapons skill.
Ryu
QUOTE (Glyph)
It's like having "pointy" as a specialization for the Edged Weapons skill.

rotfl.gif
Rotbart van Dainig
QUOTE (Demerzel)
I stand by the fact that while Parry is listed as a spec, but does not work because it should be Block is true.

Wrong: There is no 'Block' referred by the rules, only 'block'. But there is a 'Full Parry'.
If you want to be pedantic, do it right.

QUOTE (Demerzel)
In this respect I illustrating a parallel between the MA spec and the parrying spec. Writing martial arts as a specialization is as poorly thought out as writing parry.

Obviously, Occams Razor eludes you.
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.
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