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Zhan Shi
I liked the Cannon Companion's martial arts section. Any word on whether something similar will be in Arsenal? I've always wondered about the secret martial arts techniques from "The Tome of Terrin"....I suspect they may represent new adept powers or metamagic techniques.
Dashifen
They probably will be, though I'm not sure it's been officially announced.
NightmareX
I certainly hope so.
knasser

Gah! I'd prefer not, though I can't really complain if they're nice and optional as I don't want to deny anyone else the rules they want... Personally though, I'm quite happy with it being abstract and players being able to describe their character's fighting style however they choose. Plus real world martial arts styles don't translate into convenient game mechanics.
NightmareX
QUOTE (knasser)
Plus real world martial arts styles don't translate into convenient game mechanics.

Very true that. Personally, I'd just like something a tad bit more detailed than the martial arts specialization, plus maybe a few maneuvers to boot (bought with karma, like spells). Something simple, but that adds some more flavor. I'd make my own, but I don't want to have to retcon if/when official rules come out that I like.
adamu
QUOTE (knasser @ Aug 25 2007, 07:42 AM)
Plus real world martial arts styles don't translate into convenient game mechanics.

True - but neither do real world shooting techniques. Neither does anything from the real world. Nor anything sort of based on the real world, like hacking VR systems. Neither does magic, once people start trying to be creative.

So the impossibility of real-world-super-realistic translation notwithstanding, what I like about the martial arts rules is this: without them, if two dudes square off unarmed, just for example, it's largely a matter of who rolls better or more dice. There is little opportunity for players to skillfully choose the best move for the situation - it's just a dice war.

That's why I always prefer more complex, advanced rules for all manner of combat.

Granted, maybe I should be playing a more rules-heavy, combat focused game - goodness knows there are some insanely complex and detailed combat systems out there.

But then, no one HAS to use the more complex rules anyway.

What someone said about hoping any martial arts rules are optional - it's a table-top RPG - ALL rules are optional, depending on the GM (and maybe the players, if I'm nice...).

A million votes for Martial Arts rules in Arsenal.
knasser
QUOTE (NightmareX)
QUOTE (knasser @ Aug 25 2007, 07:42 AM)
Plus real world martial arts styles don't translate into convenient game mechanics.

Very true that. Personally, I'd just like something a tad bit more detailed than the martial arts specialization, plus maybe a few maneuvers to boot (bought with karma, like spells). Something simple, but that adds some more flavor. I'd make my own, but I don't want to have to retcon if/when official rules come out that I like.


I'm sorry, but adding in bought maneuvres is another principle that I don't like.

"My character has a six in unarmed combat. She's studied six widely different martial art disciplines and blends them seamlessly."
"Does she have the Powerful Kick manuever?"
"... Well, no."
Rotbart van Dainig
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times." nyahnyah.gif
knasser

QUOTE (adamu)
What someone said about hoping any martial arts rules are optional - it's a table-top RPG - ALL rules are optional, depending on the GM (and maybe the players, if I'm nice...).


Uh, that was me, in the post you just quoted. I'll not complain too much about optional rules because I recognize that other people want them and it doesn't impact on me too much. But to say that "all rules are optional" misses a couple of important points. Firstly, if a rule is presented as a core rule, then it makes it more difficult for a GM when a player assumes that they can have it and resents not being allowed to use it. Secondly, it means that you have to keep branching your own game from official material. When all the Missions adventures etc., include it because it is "core" then you get an increased headache. These are why it's important for rules that are meant to be optional to be explicit as such.

QUOTE (adamu)
QUOTE (knasser @ Aug 25 2007, 07:42 AM)
Plus real world martial arts styles don't translate into convenient game mechanics.

True - but neither do real world shooting techniques.


And it would be equally cumbersome to try and come up with gun-fu rules to represent different styles of shooting. I say "something would be bad in area A" and you respond with "Ah ha! But it would also be bad in area B... so we should do it!" I don't really get that. I can't really think of many maneuvers in gunfire that couldn't be covered by the specialisation rules as it mainly pertains to different types of gun.

Similarly, I can't think of much in the melee rules that wouldn't also be covered by the specialisation rules.

Character does a lot of wrestling? Unarmed Combat (Grapple)
Character fights defensively alot? Unarmed Combat (Parrying)
or actually put the ranks in Dodge, rather than Unarmed Combat which would also represent such an approach.

Want to specialise in opponents that are taller than you? Smaller than you? Armoured? Armed? All doable and easily represented.

Adding in greater granularity in the melee rules typically risks one of the two following consequences:

1. Escalating power - you now have to put more BP or karma into collecting the extra skills that will make you the good hand-to-hander that you want to be. A character with just Unarmed Combat 6 is no longer the world class expert he was, until he's also gone and got the extra maneuvers. This has knock on effects in a game where melee is the weak sister to all the guns and magic flying around (as it should be if you want to be realistic).

2. Decreased power - characters are limited by the rules saying that they need X, Y and Z to do such and such a technique. And it binds character description to these techniques where it is detrimental to do so - see my previous post.

"Meh" to martial arts rules in Shadowrun supplements. All they do is get in my way of me describing combat in a realistic manner and encourage players to spend more points specialising in getting shot by people more than twenty feet away. I'm not going to begrudge anyone wanting or using these rules if IMR print them. But don't tell me they're a good thing! Yeugh!

-K.
NightmareX
QUOTE (knasser)
Firstly, if a rule is presented as a core rule, then it makes it more difficult for a GM when a player assumes that they can have it and resents not being allowed to use it. Secondly, it means that you have to keep branching your own game from official material. When all the Missions adventures etc., include it because it is "core" then you get an increased headache. These are why it's important for rules that are meant to be optional to be explicit as such.

If they're included in Arsenal, odds are they'll be optional as opposed to core.
knasser
QUOTE (NightmareX)
QUOTE (knasser @ Aug 25 2007, 09:33 AM)
Firstly, if a rule is presented as a core rule, then it makes it more difficult for a GM when a player assumes that they can have it and resents not being allowed to use it. Secondly, it means that you have to keep branching your own game from official material. When all the Missions adventures etc., include it because it is "core" then you get an increased headache. These are why it's important for rules that are meant to be optional to be explicit as such.

If they're included in Arsenal, odds are they'll be optional as opposed to core.


I'm sure if there are any martial art rules in there, that they will be. I was just responding to the comment about all rules being optional as if it there were no reason for anything to be explicitly made optional in the books.
neko128
I have to admit I've always been very fond of purchased maneuvers as a game mechanic. However unrealistic they may be, they're a very nice way to allow specialization. Martial arts are, after all, often focused more on offense or defense; kick- or punch- or throw-focused; more suited for one situation or another; translate well to one form of weapon or another... Maneuvers let you specialize your character however you'd like. A decent GM will stop an annoying plumber of a player from abusing the rules (or punish them for it), while a roleplaying or character-developing player can get a lot of mileage out of it.
TheOneRonin
Some of us would really like to see better rules to translate styles that we have seen, read about, or practiced.

For example, I've studied Escrima on an off since 1991. Right now I'm taking a Modern Arnis class and loving it. The thing about Escrima/Arnis/Kali is that the style teaches techniques that work with rattan sticks/machetes/short swords, knives, and open hand. AND the maneuvers you commit to muscle memory work almost exactly the same if you are using one stick, two sticks, stick and knife, stick and open hand, knife and open hand, two knives, or two open hands.

For something like that in SR, you'd need Unarmed(Escrima), Blades(Escrima), Clubs(Escrima), AND have to split your dice pool in half when using two weapons. See, the mechanics just fall apart in this type of scenario.

Marwynn
Studying filipino martial arts? Being filipino I've wanted to learn arnis/eskrima for a while but it's tough finding a teacher.

Game mechanics-wise it could be abstracted away but that's not as satisfying. Honestly I don't think Arsenal could include a full-fledged martial arts supplement but a few optional rules, some manuevers we could work with, might spice up the melee aspect of combat.
Rotbart van Dainig
Melee combat skills don't have open specializations.

They have a fixed set and that's it...
It trolls!
I think it is also a matter of how much melee combat is a central point of your games. I for one would stick with knasser and would refrain from using any special move based martial arts rules mainly because in my games most fights are based around ranged combat and everybody knows what happens to the guy who brings a knife to a gunfight...
In that matter I'd say it's a decision you have to make within your group whether you'd like to focus on melee a bit more.
And let's not forget that physical adepts have a great range of different melee-based "special moves" if that's the aspect you're thinking about.
hyzmarca
The knife guy stabs the gun guy to death before dying of his own wounds?
Ol' Scratch
If they are (and they should be since you can already specialize in a particular martial art with Unarmed Combat with no cited reason for why), I really hope they're redone from the ground up rather than being a rehash of the Cannon Companion rules.
Gort
QUOTE (hyzmarca)
The knife guy stabs the gun guy to death before dying of his own wounds?

Look at how stupid you are.
TheOneRonin
QUOTE (Gort)
QUOTE (hyzmarca @ Aug 25 2007, 11:42 AM)
The knife guy stabs the gun guy to death before dying of his own wounds?

Look at how stupid you are.

Hyzmarca is a lot closer to the truth than you think.

dhyde79
personally I always liked the "the knife guy whips his knife at the throat of gun boy"

(picture the scene at the end of V for Vendetta in SR, I actually LOVE letting things like that happen because the underdogs are my favorite)
Whipstitch
I like underdogs... provided they're not underdogs only due to their own stupidity. Bringing a knife when you know there's likely to be a gunfight isn't likely to draw any sympathy points from my withered li'l heart.
Ancient History
"Well, God bless your crooked little heart/St. Louis got the best of me/I miss your broken-china voice..."

All this fuss over martial arts. Tsk! Before the Cannon Companion SR didn't even have martial arts rules worth speaking of.
Adarael
Is it 10 below and falling, AH? By the Riverside motel? You know, I heard you gotta hold on...
Ol' Scratch
QUOTE (Ancient History)
"Well, God bless your crooked little heart/St. Louis got the best of me/I miss your broken-china voice..."

All this fuss over martial arts. Tsk! Before the Cannon Companion SR didn't even have martial arts rules worth speaking of.

Yes they did. All the variations of the Unarmed Combat skill represented it just fine in exactly the same amount of abstraction that the rest of the rules are based on. Special rules for specific martial arts simply aren't necessary. But the infrastructure is already in place (again, see the Unarmed Combat specialization options in the main book), so there's an unfortunately high chance that we'll be getting another set of easily broken rules again. Hence the general disdain.
BattleJester
I was thinking that for a make-shift martial arts rules system you could just use your Essence and Adept Powers as your basis.

I feel that some Adept Powers just don't feel "magical" in nature and are better represented as Combat Maneuvers or Martial Arts.

You could make powers like Killing Hands, Blind Fighting, Berserk, Counterstike, Inertia Strike, and others into viable Martial Art Maneuvers. The advantage Adepts would have is that they could exceed the normal limits and not have as many restrictions. As an idea example, you could take Killing Hands and have Critical Strike up to level 3, but Killing Hands for mundanes wouldn't be able to affect Astral beings.

The max level would be your Attack Skill divided by 2, rounded up. So if you had Unarmed Strike or Blades at 5 (specializations do not add into this), you could have manuevers up to level 3.

You could have Martial Art Manuevers up to your modified Essence (after Cyberwear/ Bioware costs). Each manuever would take up an Essence amount equal to the power cost for Adepts. It would cost 2 BP per .25 Essence used and 4 BP to max out the level. So if I had 5 Essence, I could spend up to 40 BP on maneuvers (if no power was maxed out).

Your Attack Skill would also determine how much of your Essense you could use. So if you had 5 Essence and an Unarmed Strike of 2, you could only spend up to 16 BP in manuevers (if no power was maxed out).

And for the sake of completion. Learning a new maneuver would cost 4 Karma per .25 Essence and improving one would cost New Rating x 2 x (Essence Cost of each level/ .25). So Combat Sense would cost 8 Karma to learn and to improve it to level 2, it would cost 8 Karma.

One thing, this would be Mundanes Only, the Awakened or Technomancers wouldn't be able to do this.
Zhan Shi
Well, every group and gamemaster has their own "house rules". If they do come out, and you don't like em, don't use em. If they don't come out, I'll survive, and just specialize in grappling or some such, as specified earlier. BTW, in Awakenings, there was some sort of adept power that duplicated the legendary "death touch"; it was a killing hands strike that did'nt take effect for some period of time. Did the developers decide it was to unbalancing, or simply unecessary?
Ancient History
Delay Damage. Ah, the days...
BattleJester
QUOTE
For something like that in SR, you'd need Unarmed(Escrima), Blades(Escrima), Clubs(Escrima), AND have to split your dice pool in half when using two weapons. See, the mechanics just fall apart in this type of scenario.


You could make a new Skill Group called Escrima and Have Unarmed, Clubs, and Blades in it. You could also allow this Skill Group to be specialized in Escrima weapons.

Now as for combat, you could have two weapons in your hands, but just not use them both in the same action phase. You would still be fighting two-handed. So what's the advantage? You still have a weapon if unarmed.

I don't think the mechanics fall apart, they just need a slight adjustment.
Whipstitch
QUOTE (Ancient History @ Aug 25 2007, 08:14 PM)
All this fuss over martial arts. Tsk! Before the Cannon Companion SR didn't even have martial arts rules worth speaking of.

Problem there is that the rules already worth having from CC (Knockdown, subdual etc.) are already in the game. More universal maneuvers would be welcome, but seperate, style specific moves that must be purchased before advancing in your art are an abomination.
TheOneRonin
QUOTE (BattleJester)

You could make a new Skill Group called Escrima and Have Unarmed, Clubs, and Blades in it.  You could also allow this Skill Group to be specialized in Escrima weapons.


Right...and the escrima guy has to pay 2.5 times the BP to get his melee combat skill up as the Aikido guy has to pay. And it's especially silly when both characters spent the same 5 years in training.

On the flip side, it's not mechanically fair for both characters to spend X BP to get their unarmed skill up to 3, but for the Aikido guy to only have 3 dice when fighting unarmed, but the Escrima guy has 3 dice with unarmed, clubs, and blades.

17 years of martial arts + 12 years of shadowrun and I still haven't found good middle ground for this.


QUOTE
Now as for combat, you could have two weapons in your hands, but just not use them both in the same action phase.  You would still be fighting two-handed.  So what's the advantage?  You still have a weapon if unarmed.


That doesn't work either. If there was no real life advantage to having two sticks(knives, etc.) instead of just one, they never would have bothered training with it.


QUOTE
I don't think the mechanics fall apart, they just need a slight adjustment.


But they still don't work/make sense, even with your proposed "slight adjustment". But actually, I can't really complain because I have yet to propose a decent alternative.
odinson
QUOTE (TheOneRonin)
QUOTE
Now as for combat, you could have two weapons in your hands, but just not use them both in the same action phase.  You would still be fighting two-handed.  So what's the advantage?  You still have a weapon if unarmed.


That doesn't work either. If there was no real life advantage to having two sticks(knives, etc.) instead of just one, they never would have bothered training with it.


So they need to throw in the section on fighting with two hand weapons like they had before. Where you add half the dice from your secondary dice pool to your primary dice pool. But in third ed it was a different skill for an off-hand weapon, so then you would need to be doubling the number of skills needed. Or what they could let you do is use your regular skill with an additional penalty, say another -2 to both dice pools if you use your blades skill instead of offhand blades. Really high agi characters would get a bigger benefit out of this as they would be getting 150% of their agility as dice. You could always go with half your offhand skill +/- modifiers. That would make using two weapons only slightly better than one for the average person but someone trained in them would be pretty good.
TheMadDutchman
I'm actually tinkering w/ some house rules for Martial Arts.

Basically instead of specializing in martial arts you specialize in a specific style. That style has a list of associated maneuvers and you get the bonus spec. dice when performing the maneuvers. That way if you study Judo you don't have to buy every throw, lock, or choke individually- you get them all and you get the bonus to all of them. Also, using unarmed combat as a Judo student you can still throw kicks or punches- however since judo doesn't teach those maneuvers you don't get the specialization bonuses to them.

Yes, if you use something like escrima you'd still have to buy the specialization for each of the the three skills but anyone can try any maneuver w/out being specialized-they just don't get the bonus dice.


The only problem I've run into is that some of the more complex forms have a lot of maneuvers. Pancration (I'm not sure of the spelling) is a great example- it basically teaches everything- some striking, a few solid kicks, and a lot lot lot of ground work. So some of the arts like that and brazilian jujitsu might have to get broken down by striking or ground maneuvers.
Glyph
QUOTE (odinson)
QUOTE (TheOneRonin @ Aug 26 2007, 11:51 AM)
QUOTE
Now as for combat, you could have two weapons in your hands, but just not use them both in the same action phase.  You would still be fighting two-handed.  So what's the advantage?  You still have a weapon if unarmed.


That doesn't work either. If there was no real life advantage to having two sticks(knives, etc.) instead of just one, they never would have bothered training with it.


So they need to throw in the section on fighting with two hand weapons like they had before. Where you add half the dice from your secondary dice pool to your primary dice pool. But in third ed it was a different skill for an off-hand weapon, so then you would need to be doubling the number of skills needed. Or what they could let you do is use your regular skill with an additional penalty, say another -2 to both dice pools if you use your blades skill instead of offhand blades. Really high agi characters would get a bigger benefit out of this as they would be getting 150% of their agility as dice. You could always go with half your offhand skill +/- modifiers. That would make using two weapons only slightly better than one for the average person but someone trained in them would be pretty good.

The old SR3 rules were kind of broken, in that they gave any dual-wielding character a huge edge - 50% more dice, basically, which could get really ugly when stacked with improved ability and weapon foci dice. In SR4, it could get even uglier, since it would let people bypass the hard caps to add a not-insignificant amount of dice to their pool.

I agree that two weapons should give some advantage in combat, though. All you get now is the ability to either have a gun in one hand and a melee weapon in the other (to switch between ranged and melee combat easily), or the ability to still have a weapon if one of them is knocked out of your hand.


As far as martial arts, I have never liked it as a specialization for unarmed combat. Unarmed combat is martial arts - that's like taking a specialization of "sharp" for Blades. And it jars with the other specializations. I would change it to "attacking" to go with blocking, subduing, and cyber-implant weapons. This would let someone specialize in defense, shoot-fighting, or offense.
Whipstitch
QUOTE (Glyph @ Aug 26 2007, 03:07 PM)
As far as martial arts, I have never liked it as a specialization for unarmed combat.  Unarmed combat is martial arts - that's like taking a specialization of "sharp" for Blades.  And it jars with the other specializations.  I would change it to "attacking" to go with blocking, subduing, and cyber-implant weapons.  This would let someone specialize in defense, shoot-fighting, or offense.

Amen to that. In my group we long ago decided that you specialize in parrying, striking (AKA vanilla complex action attack) or subdual. I suppose it drives many people crazy, but we don't really give a crap if you take the striking specialization and then call what your character practices Judo, even if it would make more sense for such a character to say Savate, Muay Thai or boxing.
Adarael
Well, technically a damaging throw, sweep, or whatnot that doesn't explicitly move the target and is intended to do damage would be a regular 'attack' under SR4 rules. So that makes total sense, and is really how it ought to be.
knasser
QUOTE (Whipstitch)
QUOTE (Glyph @ Aug 26 2007, 03:07 PM)
As far as martial arts, I have never liked it as a specialization for unarmed combat.  Unarmed combat is martial arts - that's like taking a specialization of "sharp" for Blades.  And it jars with the other specializations.  I would change it to "attacking" to go with blocking, subduing, and cyber-implant weapons.  This would let someone specialize in defense, shoot-fighting, or offense.

Amen to that. In my group we long ago decided that you specialize in parrying, striking (AKA vanilla complex action attack) or subdual. I suppose it drives many people crazy, but we don't really give a crap if you take the striking specialization and then call what your character practices Judo, even if would make more sense for such a character to say Savate, Muay Thai or boxing.


Thirded. Martial Arts or any specific martial art is a horrible specialisation. I use the above, but as mentioned, I'm also not averse to rolling in whatever the player wants if it's appropriate, e.g. good at fighting opponents larger than you, smaller than you, armed opponents, unarmed opponents, whatever. If a player wants their character to be good at fighting trolls (I cap Logic at 1, mind you wink.gif ), then the player can simulate that character's area of extra training. But what I don't allow is meaningless specialisations like Ju Jitsu. I mean what wouldn't that apply to, other than insane flying kicks, perhaps?
Zhan Shi
If nothing else, I'd like to see "kippup", allowing a character to stand as a free action. Or maybe an adept power equivalent.
Ol' Scratch
See, this is why 3rd Edition's Martial Arts system was craptacular.

Want to simulate a specific art? You do so with the abstractions. Have one that focuses more on weapons than unarmed combat? You advance those weapon skills and specialize in particular weapons or weapon groups that you, yourself, are specialized in (as opposed to trying to be a master of all of them which very few people are). Simulating one that relies purely on unarmed combat but specializes in a particular maneuver? Unarmed Combat (Parry), Unarmed Combat (Grapple), Unarmed Combat (Disarm), etc.

Just like you do the same thing for everything else in the game. Are you a rigger specializing in drones? Pilot [Each Type] (Drones). A mercenary specializing in machine guns? Heavy Weapons (Machine Guns). etc.

I don't get the mentality that martial arts are somehow exempt from this basic philosophy of character design. And I really don't care what your asinine anime of choice, hack sensei, or random book written to glorify some mediocre fighting style says; there's nothing mystical or superior about martial arts compared to any other fighting style. A professional boxer [with his Unarmed Combat (Knockdown) skill] will give a professional martial artist (with his Unarmed Combat (Parry) skill] a run for his money in a real fight just as much as vice-versa will.
Jaid
QUOTE (Zhan Shi)
If nothing else, I'd like to see "kippup", allowing a character to stand as a free action. Or maybe an adept power equivalent.

so adapt the quickdraw rules and use a gymnastics test. problem solved.
Zhan Shi
good idea. thanks.
Critias
QUOTE (Doctor Funkenstein)
I don't get the mentality that martial arts are somehow exempt from this basic philosophy of character design. And I really don't care what your asinine anime of choice, hack sensei, or random book written to glorify some mediocre fighting style says; there's nothing mystical or superior about martial arts compared to any other fighting style. A professional boxer [with his Unarmed Combat (Knockdown) skill] will give a professional martial artist (with his Unarmed Combat (Parry) skill] a run for his money in a real fight just as much as vice-versa will.

To many people that are into the hobby/lifestyle/scene/whatever (especially since MMA has picked up), there's no difference at all between a "martial artist" and a "boxer." Boxing is a martial art, and so is Greco-Roman style Wrestling. It doesn't have to be exotic and Eastern to kick your ass.
PlatonicPimp
To change the topic completely:

I don't think arsenal is the place for expanded martial arts rules. Just because they shoehorned it into the gun book last edition doesn't mean that's the right place for it this edition. Arsenal is a gear book. The last I check, martial arts weren't something you bought in a store and held in your hands.

I think the upcoming runner's companion is a much better place for them.
Ed_209a
QUOTE (Critias)
QUOTE (Doctor Funkenstein @ Aug 26 2007, 05:53 PM)
I don't get the mentality that martial arts are somehow exempt from this basic philosophy of character design.  And I really don't care what your asinine anime of choice, hack sensei, or random book written to glorify some mediocre fighting style says; there's nothing mystical or superior about martial arts compared to any other fighting style.  A professional boxer [with his Unarmed Combat (Knockdown) skill] will give a professional martial artist (with his Unarmed Combat (Parry) skill]  a run for his money in a real fight just as much as vice-versa will.

To many people that are into the hobby/lifestyle/scene/whatever (especially since MMA has picked up), there's no difference at all between a "martial artist" and a "boxer." Boxing is a martial art, and so is Greco-Roman style Wrestling. It doesn't have to be exotic and Eastern to kick your ass.

A+ to both posts.

I also think that the individual is much more important than the style. Kind of like the saying, "it's the fight in the man, not the man in the fight."

Another game system has a mechanic I really like. It has "sport" martial arts. It represents the more casual martial art training that is very common in the US. ie, the strip-mall dojo.

In SR terms, it would be like having a "competition" specialization to your unarmed skill. So, in class, or at a match, you feel like billy badass with your 2(4) rating, but then a street punk eats your lunch on the way home.
treehugger
Conspiracy X game had an awesome martial arts system, but the game system was minimalist (very often no dices where involved to determine the outcome of an action, even in fights) and in fact it felt very realistic.
The problem with SR4 game system is that its very random, and this goes totaly against the notion of martial arts, where discipline primes.
SR4 isnt realy deadly, like in most games its VERY hard to kill someone bare handed (unless of course you're a physad with mortal strike).
It is also very forgiving : you can make a big mistake but still recover, in RL, a martial art fight will last a few seconds, once one of the opponent has seized an advantage, he'll win all most certainly.

The problem is maybe that like in all RPG, the game system does not take into account the tactical fight that takes place between two or more fighters.
Positioning and environment are maybe more important than the physical might of the fighters.
I dislike the "manga like" martial arts that are usually the source of inspiration for RPG martial arts systems.
Unless there is magic involved, its not going to be "Shaolin Kung Fu" ...
Look at old videos of public demonstrations of martial arts, like that old great master of Aikido. The guy is like 80 with a general cancer, and he fights of 8 brutes without a sweat.
This is not magic or mystical power, its just training, technique, and a huge prowess in concentration. The guy wins the fight because, he speculates on what his opponents will do, and does the perfect move at the perfect time. The guy is neither quick nor strong, he just have the good timing.
One thing important to note, the guy has 70 years of training.

So, to come back to SR4, either keep the actual flavourless system but that stays in touch with the rest of the game system, either go for a developped system, but in that case, for a true martial artist make it that they'll need like 4 or 5 skills + 2 or 3 knowledges to master their art and be truely effective.

Even the samouraï had to train with guns, and in the Hagakure (the book that imortalises the Bushi-Do, way of the warrior) it is mandatory for them to train with the blade, the bow, unarmed and the gun.
I hope to see a good martial arts rule in Armaments, but not one that will make guns obsolete smile.gif
odinson
They need a MA technique called run away. That way when you show up to a fight with your fists and everyone else has guns you can turn tail and run away.
BattleJester
QUOTE
I hope to see a good martial arts rule in Armaments, but not one that will make guns obsolete 


Yeah, like the Gun Kata in Equilibrium.
Marwynn
QUOTE (odinson @ Aug 27 2007, 11:05 AM)
They need a MA technique called run away. That way when you show up to a fight with your fists and everyone else has guns you can turn tail and run away.

It's in the Athletics skill group: Running (Tail Between Legs).

QUOTE (PlatonicPimp)
To change the topic completely:

I don't think arsenal is the place for expanded martial arts rules. Just because they shoehorned it into the gun book last edition doesn't mean that's the right place for it this edition. Arsenal is a gear book. The last I check, martial arts weren't something you bought in a store and held in your hands.

I think the upcoming runner's companion is a much better place for them.


Ahh, but it's the future and you can purchase the Skillsoft for martial arts for your skillwire system, can't you?

Besides, we can't wait that long.
Zhan Shi
A very good idea, Battlejester. I'm a fan of that movie.
Whipstitch
QUOTE (treehugger @ Aug 27 2007, 10:44 AM)
SR4 isnt realy deadly, like in most games its VERY hard to kill someone bare handed (unless of course you're a physad with mortal strike).

How do you figure? A combat round in shadowrun is only 3 seconds. A veteran but unremarkable martial artist with 4 Agility, 4 Unarmed, 4 strength and no extra initiative passes should be able to safely knock out a struggling but unarmored average joe in under 10 combat rounds, aka 30 seconds and from there you should be able to kill them before the whole encounter's taken a full minute. Subdual combat actually makes for pretty quick kills as well; once you've established a lock (rendering your opponent helpless until they beat you in an opposed check, might I add), you can threaten your strength in stun rather than strength/2. Even if you're only successfully inflicting 3 stun per round you should be able to knock someone out in around 5 rounds and overflow their physical track just as quickly, netting you a 30 second or so kill. Meanwhile, in real life, it takes around 8-10 seconds to knock someone out via strangulation, (not counting the time it takes to get the hold), and probably another minute or so before the oxygen loss is fatal. Sneak attacks aside, I'd say that makes unarmed combat look fairly reasonable, since essentially it only looks slow because it can't compete with someone getting shot repeatedly with a firearm. As it currently stands, unarmed combat is a form of defense as well as a great way to beat the crap out of untrained, unarmed people and little more. I'm basically fine with that. There's a reason that martial arts is most often touted as a way of defending yourself more than anything. Making it stronger offensively may be good for game balance, but it's not necessarily any more realistic.
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