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Straight Razor
ok, so i have my range (pistol, rifle) skill and i get up in the grip of a melee master.

he attacks me rolling his (unarmed, edged weapon, club) skill. what do i do.

can i roll my pistols?, if i get more net success do i shoot him, or club him with the gun?
Fortune
If you use your Pistols Skill, you could shoot him (albeit with a penalty)

If you use your Clubs Skill, you could thump him with the pistol.

If you used your Unarmed Skill, you could hit him with your free hand/foot/heed.

Depends. smile.gif
Wounded Ronin
You cannot use a ranged combat skill as a melee skill.

If you have a gun in your hands and are attacked by a melee person the only skills you may use is Clubs, or you may use a free action to drop your gun and use Unarmed Combat. If you don't have the appropriate melee skill you must use defaulting.

That's how min maxed gun people get screwed by judiciously positioned physads.

EDIT: To clarify following the last post, if I have Pistols 6 I cannot just use that to roll 6 dice for the purpose of defending against and possibly counterattacking against a NPC using Unarmed Combat 6 to make an attack on me. Pistols 6 counts for nothing when he's in the middle of attacking me with his melee attack.
Fortune
Ah, I see the possibly misconception. I never meant to imply that a person could use his Pistols Skills as a defense. He could indeed still use that Pistols Skill to attack on his turn however, with a modifier as I said.

And I don't see any rule about having to 'drop a weapon' in order to be able to use Unarmed Combat. Do you have a reference?
Wounded Ronin
QUOTE (Fortune)
Ah, I see the possibly misconception. I never meant to imply that a person could use his Pistols Skills as a defense. He could indeed still use that Pistols Skill to attack on his turn however, with a modifier as I said.

And I don't see any rule about having to 'drop a weapon' in order to be able to use Unarmed Combat. Do you have a reference?

Not a specific reference, but "unarmed combat" means you're not using a weapon.
Fortune
Right, meaning you could use the limbs that don't contain the gun. You know, the feet, the head, or even the off-hand. There are no hard-and-fast rules as far as melee is concerned as far as which part of the body is used, nor are there, as far as I know, any penalties or modifiers for the different parts.
Critias
Which is where it gets fuzzy -- some GMs will let a dude toting a machinegun use Unarmed 'cause he still has his feet free and can kick. Some GMs won't let someone with a pistol in one hand use Unarmed 'cause he's just plain holding something (and pretty much everything is a Club by default, so he must use the Clubs skill).

It varies from game to game.
Kyoto Kid
...letsee...

While holding a small firearm (pistol or SMG without stock extended)

Elbow smashes would work (just watch an NBA game)
Forearm smashes would work.

...of course I would allow these only if the player declares that is what his character is doing.

Of course 5 BPs for the Ambidexterity Quality and then you can shoot with one hand and punch with the other all you want.
Wounded Ronin
QUOTE (Kyoto Kid)
...letsee...

While holding a small firearm (pistol or SMG without stock extended)

Elbow smashes would work (just watch an NBA game)
Forearm smashes would work.

...of course I would allow these only if the player declares that is what his character is doing.

Of course 5 BPs for the Ambidexterity Quality and then you can shoot with one hand and punch with the other all you want.

I suppose that how you treat Unarmed Combat while holding a pistol depends on how you want your game to be in terms of strategy.

If we wanted to make Unarmed Combat more valuable we'd let it apply whenever you're attacked (i.e. even if you're holding a gun) and that would be the balancing factor which justfies it costing as much as the more effective Edged Weapons with a nodachi.

If we wanted to instead make the game more strategic about whether you are getting ready to shoot or getting ready to melee we could make Unarmed Combat only apply when you're not holding any objects, i.e. you must get into your karate pose and raise one leg for the crane kick. That would force players to actively decide if they're more likely to shoot next turn or more likely to melee.

Finally, it would add a great deal more value to the Clubs skill since you'd never be caught with your pants down while holding a firearm.

Personally, making Unarmed Combat apply only when you're emptyhanded makes the most intuitive sense. As long as we're going to divide Clubs and Unarmed Combat into seperate skills I don't think that it makes sense to let Unarmed Combat apply when someone is clearly holding a Club. As long as part of the game is making the statistical decision to spend X points on Unarmed and X points on Clubs, I want that choice to be meaningful in the game.
nezumi
Oh, or we could force players to use Clubs + offhand(unarmed)/2!
Critias
But that would just add to the silliness and emotional rollercoaster of the Ambidexterity rules.

frown.gif Using every part of your body when making an unarmed combat attack yields no bonus.

smile.gif Wearing special gloves makes an Ambidextrous person 50% better!

frown.gif Wielding a knife in one hand and nothing in the other yields no bonus.

smile.gif Wielding a knife in one hand and wearing a special glove on the other does!

frown.gif Wielding a stun baton in one hand and nothing in the other doesn't.

smile.gif Holding a gun in one hand and nothing in the other does!
nezumi
Why do you think Michael Jackson has that special glove? It's all about the 50% bonus...
Critias
On grapple checks, maybe.
Kagetenshi
"Michael Jackson, look what you've done!"

~J
Kyoto Kid
QUOTE (Wounded Ronin)
Personally, making Unarmed Combat apply only when you're emptyhanded makes the most intuitive sense. As long as we're going to divide Clubs and Unarmed Combat into seperate skills I don't think that it makes sense to let Unarmed Combat apply when someone is clearly holding a Club. As long as part of the game is making the statistical decision to spend X points on Unarmed and X points on Clubs, I want that choice to be meaningful in the game.

...I disagree. My comment about watching an NBA game was more than joking around. A player who is holding the ball and elbows his opponent in the face is hitting the other player with part of his body, not the ball (which would technically be the club, albeit a pretty poor one). He could perform this move without the ball with the exact same results. Therefore, it would come under Unarmed as the ball is just an incidental object in the offending player's hands just as a gun would be if it's wielder decided to elbow his opponent in the gut. The gun does not come into contact with the target (nor does it add to the DV of the attack) only the character's elbow does.

As an aside, one thing that never made sense was why the writers never chose to include brass knuckles in the gear section. They have all this other exotic means of adding to unarmed DV like body plating, bone lacing, bone density etc. but you can't tell me that nobody makes brass knuckles anymore.
Wounded Ronin
QUOTE (Kyoto Kid)
QUOTE (Wounded Ronin)
Personally, making Unarmed Combat apply only when you're emptyhanded makes the most intuitive sense. As long as we're going to divide Clubs and Unarmed Combat into seperate skills I don't think that it makes sense to let Unarmed Combat apply when someone is clearly holding a Club. As long as part of the game is making the statistical decision to spend X points on Unarmed and X points on Clubs, I want that choice to be meaningful in the game.

...I disagree. My comment about watching an NBA game was more than joking around. A player who is holding the ball and elbows his opponent in the face is hitting the other player with part of his body, not the ball (which would technically be the club, albeit a pretty poor one). He could perform this move without the ball with the exact same results. Therefore, it would come under Unarmed as the ball is just an incidental object in the offending player's hands just as a gun would be if it's wielder decided to elbow his opponent in the gut. The gun does not come into contact with the target (nor does it add to the DV of the attack) only the character's elbow does.

As an aside, one thing that never made sense was why the writers never chose to include brass knuckles in the gear section. They have all this other exotic means of adding to unarmed DV like body plating, bone lacing, bone density etc. but you can't tell me that nobody makes brass knuckles anymore.

I would argue that you're hampered if you are trying to hold or dribble a ball while making an Unarmed Combat attack. If you weren't trying to manipulate the ball and instead were totally focused on assaulting the other guy there are a whole lot more tactics that fall under Unarmed Combat that would be open to you, including grabbing the other guy's head with one hand and driving your elbow into his face with your other arm, which is specifically not an option if you're holding the ball. Similarly, if you didn't worry about the ball you could judo throw the guy, collapse on him, and grapple him. If you just wanted to strike him you'd have more options without the ball; jab jab cross hook hook uppercut is a lot harder when you're holding the ball.


So I feel like if Unarmed Combat represents the wonderful world of all unarmed forms of attack many of your best routes are going to be compromised if something is already being held in one of your hands.
Herald of Verjigorm
QUOTE (Kyoto Kid)
As an aside, one thing that never made sense was why the writers never chose to include brass knuckles in the gear section. They have all this other exotic means of adding to unarmed DV like body plating, bone lacing, bone density etc. but you can't tell me that nobody makes brass knuckles anymore.

Hardliner gloves. Not brass, and a little more subtle, but same idea.
Wounded Ronin
QUOTE (Herald of Verjigorm)
QUOTE (Kyoto Kid @ Aug 7 2007, 03:48 PM)
As an aside, one thing that never made sense was why the writers never chose to include brass knuckles in the gear section.  They have all this other exotic means of adding to unarmed DV like body plating, bone lacing, bone density etc. but you can't tell me that nobody makes brass knuckles anymore.

Hardliner gloves. Not brass, and a little more subtle, but same idea.

Yeah, if you want them to look ugly and thuggish just call them "Shitliner Gloves", hurt their Conc rating, and reduce the price a bit.
Kyoto Kid
QUOTE (Wounded Ronin)
I would argue that you're hampered if you are trying to hold or dribble a ball while making an Unarmed Combat attack.  If you weren't trying to manipulate the ball and instead were totally focused on assaulting the other guy there are a whole lot more tactics that fall under Unarmed Combat that would be open to you, including grabbing the other guy's head with one hand and driving your elbow into his face with your other arm, which is specifically not an option if you're holding the ball.  Similarly, if you didn't worry about the ball you could judo throw the guy, collapse on him, and grapple him.  If you just wanted to strike him you'd have more options without the ball; jab jab cross hook hook uppercut is a lot harder when you're holding the ball.


So I feel like if Unarmed Combat represents the wonderful world of all unarmed forms of attack many of your best routes are going to be compromised if something is already being held in one of your hands.

...I've seen a lot of black eyes and broken noses in basketball games (both pro & college) from elbows being thrown by the guy with the ball (usually held in both hands). Most of the times this happens under the basket with by the player positioning himself to shoot or a defender who has just gone up for a rebound..

As to compromising the attack, A pistol is a lot easier to grip than a 9" diameter hard leather sphere so it would have a lot less effect on being able to throw an elbow or even foerarm strike.

My main point is if you do not use the actual object in hand to strike with, then it would be an unarmed attack.

QUOTE (Herald of Verjigorm)
Hardliner gloves. Not brass, and a little more subtle, but same idea.

..am aware of these however they did not appear in SR3 until the release of Cannon Companion and still have yet to be seen in SR4 ( Arsenal? maybe?). Brass Knuckles are so basic I feel they should have been included in the core rules.
snowRaven
Well, you could penalize the character holding the ball, I mean gun. -1 die?

But, if you penalize the character for only being able to use one arm, ask yourself if you would do the same to a character who had lost an arm and is attacking using no weapons. If not, then what is the difference? I'd say that the character with two arms holding a gun has more options available to him than a one armed man not holding anything...
Critias
KK, would you insist on any TN penalty being given to a character who was handcuffed in front of his waist? His hands are about the same distance apart, his arms afforded roughly the same range of motion, as a character holding a basketball.

And remember -- just because someone is tossing elbows in a basketball game, and sometimes connects, doesn't mean they'd be effective in a fight. To use Shadowrun terms, that's one guy spending a full-round action to make Athletics checks and try to play basketball, while another guy is whipping out the Unarmed (and catching his opponent flatfooted as if in a Surprise, keeping him from getting to make a countering check). It's not two guys in a fight, it's one guy playing basketball and the other guy taking a swing.

Sure, if someone's watching something else, I can bust his nose with my elbow pretty easily. But, y'know, once the brawl breaks out on the court, dude doesn't keep holding onto the ball and kicking ass, does he?
Kyoto Kid
QUOTE (Critias)
KK, would you insist on any TN penalty being given to a character who was handcuffed in front of his waist?  His hands are about the same distance apart, his arms afforded roughly the same range of motion, as a character holding a basketball.

And remember -- just because someone is tossing elbows in a basketball game, and sometimes connects, doesn't mean they'd be effective in a fight.  To use Shadowrun terms, that's one guy spending a full-round action to make Athletics checks and try to play basketball, while another guy is whipping out the Unarmed (and catching his opponent flatfooted as if in a Surprise, keeping him from getting to make a countering check).  It's not two guys in a fight, it's one guy playing basketball and the other guy taking a swing.

Sure, if someone's watching something else, I can bust his nose with my elbow pretty easily.  But, y'know, once the brawl breaks out on the court, dude doesn't keep holding onto the ball and kicking ass, does he?

...for the handcuffed guy I would impose a TN modifier since he has very limited range of motion and handcuffs are fairly painful (I was into political demonstrations back in the old days). possibly +2.

True, the illustration I gave of elbowing in the NBA is pretty much what they rule as "incidental contact", however, there have been players (like Karl Malone) who have on occasion pushed the limits. The damage wouldn't be much, maybe light wound, but that still is a modifier to TNs.

I would determine that holding a gun maybe would not affect the TN inasmuch the power rating of the attack (reduced by say 1). Again not as effective as a full unarmed punch but (particularly in SR4) may still cause a box or two of damage.

Where I am looking at this as being more useful is in defence. The character with the gun is set upon in melee and needs to defend against his opponent's swing, so he blocks it with his forearm. In SRIII he would get a counterattack to knock down the attackers successes and maybe even score a paltry hit. In SR4 it would be a parry or block using his Unarmed DP added to any Dodge skill.
Wounded Ronin
QUOTE (Kyoto Kid @ Aug 7 2007, 08:25 PM)

My main point is if you do not use the actual object in hand to strike with, then it would be an unarmed attack. 

That's doesn't follow. For example, in arnis, there are a lot of stickfighting techniques that involve trapping or stripping the other guy's stick that rely on use of an empty hand. However, by your logic using such a technique in the context of two men fighting each other with sticks all of a sudden the person on question would be using Unarmed Combat instead of Clubs (escrima sticks).

Similarly, if somebody practices an iado form in which one of the movements is a simultaneous draw of the sword and strike with the sword handle to the face of the opponent, instead of using Edged Weapons (Iaido) you'd claim that he was actually using Clubs.

However, in both the above examples, we're talking systems or theories that facilitate the effective use of escrima sticks and katanas, respectively. The skillset would still be Clubs (escrima sticks) or Edged Weapons (Iaido). Even though there might be the odd grab or the odd butt-slam the combatants are using their bodies and their skills to maximize the effectiveness of their escrima sticks or the katana.
Fortune
I don't quite get the problem. If the guy with the pistol is attacked and forced into melee combat (and doesn't want to just suck up the penalty and shoot his attacker), then if he has the Clubs skill he should be able to thump his opponent's skull with the pistol, and if he has the Unarmed skill then he should be able to hoof his assailant in the nuts.
Kyoto Kid
QUOTE (Wounded Ronin)
QUOTE (Kyoto Kid @ Aug 7 2007, 08:25 PM)

My main point is if you do not use the actual object in hand to strike with, then it would be an unarmed attack. 

That's doesn't follow. For example, in arnis, there are a lot of stickfighting techniques that involve trapping or stripping the other guy's stick that rely on use of an empty hand. However, by your logic using such a technique in the context of two men fighting each other with sticks all of a sudden the person on question would be using Unarmed Combat instead of Clubs (escrima sticks).

Similarly, if somebody practices an iado form in which one of the movements is a simultaneous draw of the sword and strike with the sword handle to the face of the opponent, instead of using Edged Weapons (Iaido) you'd claim that he was actually using Clubs.

However, in both the above examples, we're talking systems or theories that facilitate the effective use of escrima sticks and katanas, respectively. The skillset would still be Clubs (escrima sticks) or Edged Weapons (Iaido).

...the examples you mention are a unique fighting style that is based on specific manoeuvres learned in the context of the martial art. I'm just talking about simple out and out brawling for which there is no real defined style.

Based on your example, why then wouldn't the character with the pistol be able to use his Pistols skill to take a swing at his opponent or block with the arm which is holding the weapon? The answer to that is simple, because it is not a part of the standard training in how to use a pistol. Similarly, standard training with a club means learning to hit your opponent with that club and not your arm, elbow, or knee. If it is part of a specialised form of martial arts that specifically combines one weapon type with other forms of attacks as arnis then yes, I can agree with your point.

In a no holds barred brawl however I see things as being a bit simpler. If you strike your opponent with the butt of the pistol, I agree that would be using an improvised club. But if you kick your opponent or block an attack with your forearm that should be covered by Unarmed Combat.

[edit]

@Fortune, Thanks, that is the way I see it too.
hyzmarca
Well, if you want to follow the letter of the rules rather than the spirit of the rules, the character who is using an empty hand strike in Escrima is actually using his Clubs skill + 1/2 of his Offhand Unarmed Combat skill (or just his normal unarmed combat skill if Ambidextrous). The person who hits with the sword hilt is using his Edge Weapons (Iaido) skill + 1/2 of his Offhand Clubs (Katana Hilt) skill, which is permissible since the katana is a two-handed weapon and he is using both hands to hold it, one of which is his off hand.
Critias
QUOTE (hyzmarca)
Well, if you want to floow the letter of the rules rather than the spirit of the rules, the character who is using an empty hand strike in Escrima is actually using his Clubs skill + 1/2 of his Offhand Unarmed Combat skill (or just his normal unarmed combat skill if Ambidextrous). The person who hits with the sword hilt is using his Edge Weapons (Iaido) skill + 1/2 of his Offhand Clubs (Katana Hilt) skill, which is permissible since the katana is a two-handed weapon and he is using both hands to hold it, one of which is his off hand.

Except that the letter of the rules specifically don't allow Unarmed Combat users to garner any benefit from Ambidexterity or an Off Hand equivalent (unless equipped with a Shock Glove). Hence the silliness of "special gloves" making you half again as skilled at brawling.
hyzmarca
The rules don't specifically disallow unarmed combat, they simply do not list unarmed combat as a secondary weapon. However, since unarmed combat is a skill rather than a weapon, and a fist is a body part rather than a weapon, and the table only listed weapons, one could stretch the intent to include offhand unarmed combat without gloves.
Critias
If you know you're stretching intent, don't say you're playing by "the letter of the rules, rather than the spirit."
Kagetenshi
QUOTE (hyzmarca)
Well, if you want to follow the letter of the rules rather than the spirit of the rules

The spirit of rules is their letter. As silly as the off-hand weapon rules are in the first place, the legal options for it are strictly enumerated.

~J
hyzmarca
QUOTE (Kagetenshi)
QUOTE (hyzmarca @ Aug 8 2007, 09:33 PM)
Well, if you want to follow the letter of the rules rather than the spirit of the rules

The spirit of rules is their letter. As silly as the off-hand weapon rules are in the first place, the legal options for it are strictly enumerated.

~J

The letter of the rules and the spirit of the rules are rarely the same. If they were then judges would not be a necessary component of the court system.
nezumi
This makes me curious what sort of experience you have with the court system.

A judge's duty is generally to enforce the laws as laid out, not to interpret them. A judge sits on the bench to make sure the trial is fair and follows the rules, to judge the evidence, determine guilt of the defendant and met out appropriate punishment. Only very rarely will the law be so poorly defined that it requires any sort of interpretation. I would be very concerned if I went to trial and the judge began talking about how he has to interpret what is clearly laid out.

You can argue that the rules of the game are so poorly written they regularly require interpretation, however I would have to disagree. As a GM, I spend a lot more time making up plot, rolling for NPCs, so on and so forth than interpreting anything.
Kagetenshi
QUOTE (hyzmarca)
The letter of the rules and the spirit of the rules are rarely the same. If they were then judges would not be a necessary component of the court system.

The letter of the rules and the intent of the rules may not be the same, but the spirit is the letter. If it is otherwise, you don't have a rule--at best, you have a guideline-ish thing.

Regarding the question of judicial interpretation, that varies by legal system. Common law systems rest heavily on judicial interpretation coupled with precedent, while other systems may emphasize this to a lesser or nonexistent degree.

~J
hyzmarca
I'm an originalist; the spirit of the law is the intent of its framers.
Obviously, the people who write the rules are not omniscient. They cannot know of every possible situation and they cannot write a rule or a law that applies itself correctly in every possible situation that could fall under that law. Likewise, they cannot imagine every technological or social development that might occur after the law is written, thus their intent must be filtered through a modern lens.

The single most important Judicial Canon is that no law may be interpreted in a way that produces an absurd or patently unjust result. The assumption that the legislative body did not intend to create a paradox or eschew all reason is necessary to the function of any rules system.


There are four reasonable interpretations of the two-weapon melee rules as they relate to shock glove.

The first is probably closest to the intent of the authors and is based on the fact that the second weapon does not modify the damage code at all. Assume that the secondary weapon is used primarily for parrying, blocking, and deflecting. The Shock glove contains heavy insulation and metal electrical contacts which allow it is be used to grab blades and deflect blows. Following this interpretation, one would also be required to assume that the lack of hardliner gloves was a scrivener's error.

A second interpretation is that the list cannot be taken as exhaustive but can instead be considered a set of categories and that inclusion of shock gloves necessitates the inclusion for unarmed combat, as well.

A third interpretation is that unarmed combat was never meant to provide extra dice and that empty-handed attacks were assumed to be included in the normal use of a weapon. This requires the assumption that the inclusion of shock gloves on the list was a scrivener's error.

A strictly purposive interpretation of the rule has results very similar to the first interpretation, but different reasoning. The purpose of the two-weapon combat rule of to give bonuses to characters who use two weapons. The framers never intended to grant universal melee bonuses to every ambidextrous character, which would be the result of allowing off-hand unarmed combat without gloves. The use of offhand shock gloves puts the unarmed ambidextrous fighter in the same position as the armed ambidextrous fighter. He can be disarmed and his weapon can attract unwanted attention. However, the enumerated list cannot be taken as exhaustive. The inclusion of broad weapon classifications in conjunction with very specific weapons has the potential to create absurdity. For example, a character would be able to use a four-foot-long 30-kilo solid stone club as an offhand weapon simply because it is classified as an club but would not be able to use a lighter and shorter sword in the off hand simply because it is classified as a sword. Obviously, the purpose of the list, taken as a whole, is to prevent the use of large weapons as offhand weapons. One must interpret any weapons combination in that light, rather then relying solely on the list given.


nezumi, it is absurd to assume that the law should always be applied solely according to its letter. For example, the First Amendment of the Constitution of the United States of America guarantees that Congress may make no law abridging Freedom of Speech or Freedom of the Press.
The letter of the law, taken to its logical extreme, would make it legal to pass vital strategic information to an enemy force during a time of war, commonly known as treason and espionage. It would also allow crime lords to order their underlings to commit murder without worry. It would permit the incitement of riots, fraud, slander, and harassment.
But some judges had enough common sense to decide that the framers of the Constitution did not intend for the First Amendment to protect treason, espionage, solicitation of murder, fraud, slander, inciting riots, harassment, or any other clearly criminal act. Thus, they developed the doctrine of speech as action. They decided that using speech to commit a criminal act is different from simply stating an opinion or publishing the truth. Does the Constitution say that anywhere? No. But it would be absurd not to assume that it is implied.

Just read any written court decision and you are likely to see a huge amount of interpretation, especially from higher courts.
A good example of this is the case of the Holy Trinity Church v. United States, where the Supreme Court of the United States basically ruled that an immigration statute that was passed by the United States Congress, which was fully permissible under the Constitution, simply did not mean what it said.
http://supreme.justia.com/us/143/457/case.html
They assumed the existence of an exception that was no codified because the lack of such an exception would be an absurd violation of general public policy.
The lawmakers can't think of every possible situation in which the law could be applied, after all.

This is true even in Civil Law jurisdictions, which tend to prefer purposive interpretation. The European Court of Justice, the highest court in the world's largest Civil Law jurisdiction favors purposive interpretation, for example.

http://en.wikipedia.org/wiki/Statutory_interpretation

In regards to the original issue, it is obviously the intent of the SR3 framers that you defend in melee using the skill that is appropriate for the weapon that you hold in your primary hand, regardless of the attack that you are using, unless you choose to use a Martial Arts maneuver, though holding a weapon in your primary hand may preclude the use of some maneuvers unless you have chosen a martial art that allows you to use maneuvers with weapons. .
Kyoto Kid
...oy, now my brain is beginning to hurt. question.gif

I'm going to stick with Fortune's take on the whole thing. It's a hell of a lot simpler..

The way I will run things is thus:

In a normal pub scrum situation, you hit the guy with the butt of your gun - you use clubs (or its default), you hit the guy with the elbow of your arm holding the gun -you use unarmed (or its default), you have some funky cinematic martial art that allows you do a combination of different attacks/maneouveres - you use that, you use a melee weapon for a different mode of attack (eg flat of the blade) - you use that melee weapon skill.

...plain and simple. Combat is complex enough already.
nezumi
To be clear, I'm not saying that interpretation is not occaisionally part of a judge's job, but you make it sound like that is the whole entirety of his job. Of all of the times I've been in court, I've never seen the judge sit down and say 'well, the law says one should not go above the speed limit, but let me interpret that'...

Generally the laws are written well enough that no interpretation is required. Only when you get to the higher courts does interpretation become important.
Wounded Ronin
QUOTE (Kyoto Kid @ Aug 9 2007, 03:36 PM)


...plain and simple.  Combat is complex enough already.

If we're trying to have more verisimilitude, I actually think it's not complex enough. Here's my take on how a more realistic melee combat system would work which is also designed not to disrupt game balance. http://forums.dumpshock.com/index.php?show...&hl=t3h+gr4ppl3



QUOTE

This is a hand to hand combat system for SR3 that I have created in which I try to balance realism and manageable game mechanics with a system that also does not disrupt game balance by not changing the power level of hand to hand combat overall very much. Furthermore it is designed so that players and busy gamemasters may still take a hand to hand combat skill that acts exactly like the old SR3 "Unarmed Combat".

I am aware that there is already an advanced melee system available in the Cannon Companion. However, I feel that that system is very flawed because it presents a lot of manuvers that would work in point fighting but not in the street or full contact competition, because it messed up the damage code on throws, created artificial divisions between various martial arts based on what people decided to call the martial arts, and by not really implementing a good grappling engine.

The goal of this hand to hand combat system was not to be strictly realistic since that would have disrupted game balance pretty severely. After all, in real life, punches are almost never effective against someone with a shotgun. On the other hand, though, the blatant fantasyland bullshido nightmare that was the Canon Companion advanced hand to hand combat rules made me gnash my teeth in rage every time I read them. The goal of these rules, therefore, is to provide a SEMIREALISTIC hand to hand combat system that is relatively simple, which dosen't disturb game balance, and which is relatively easy to use in terms of game mechanics.

What you are reading here is a culmination of writing and thought since the summer of 2004. Between then and now I wrote up an entire hand to hand combat system, scrapped it, simplified it, streamlined it, and changed it into what you are reading here. It has not been playtested yet, so I'd be interested to hear any comments or thoughts that you might have.

Version 2.1 update - At the suggestion of people on DSF (forums.dumpshock.com) I revised Positioning in significant ways.


Table of Contents:

Section 1: Pugilism and Grappling

Section 2: Manuvers Overview

Section 3: Manuvers Described In Detail

Section 4: Melee Weapons

Section 5: Killing Hands






Section 1: Pugilism and Grappling



I have replaced Unarmed Combat with two new skills linked to STR. They are "Pugilism" and "t3h gr4ppl3" (or "grappling"; the l33t is a bullshido.net injoke since people there began sarcasting l33t speak to make fun of 13 year old Gracie fanatics.) Both of them function like Unarmed Combat in that when you would make an Unarmed Combat test you would instead roll either your Pugilism or Grappling. However, since the UFC has demonstrated the value of cross training pugilism and Grappling are treated as complimentary skills. That way someone with Pugilism 6 and Grappling 6 will get more dice in an opposed test than his opponent with only Grappling 6. This introduces a nice element of realism since after a point it becomes less efficient to improve your fighter by focusing only on standup or only on grappling and more efficient to start crosstraining a little.


Section 2: Manuvers Overview


Both Pugilism and Grappling allow their users to attack or defend using particular manuvers. Although there is some overlap between the manuvers and the Pugilism-Grappling dichotomy splits apart some skills that in reality people are likely to learn together I feel what I have set up works pretty well in terms of smooth game mechanics. The manuvers listed below will be fully explained further below.

Pugilism has the manuvers: Pugilistic Physical Damage, Pugilistic Positioning, M Stun, Pugilistic Throw, Pugilistic Disarm.

When you get the Pugilism skill it comes with M Stun for free. Thereafter, for each level of skill beyond 1 you have you may add one of the 5 remaining manuvers to your repertoire until at skill level 5 you have them all.

Grappling has the manuvers: Grappling Positioning, Groundwork, Grappling Physical Damage, Grappling Throw/Takedown, Grappling Disarm.

When you get Grappling it comes with Grappling Physical Damage for free. Thereafter you can add manuvers in exactly the same way as with Pugilism.

When attacking or defending with either Pugilism or Grappling you must use one of the manuvers. All of the manuvers are rolled for just like for Unarmed Combat; an opposed test between the combatants to determine whether you or the opponent succeeded, and with the net succeses determining the degree of success.


Section 3: Manuvers Described In Detail


All of the manuvers are rolled for just like for Unarmed Combat; an opposed test between the combatants to determine whether you or the opponent succeeded, and with the net succeses determining the degree of success.

Pugilism Manuvers Described In Detail:

M Stun: This works exactly like regular Unarmed Combat from SR3 where the damage code is STR M Stun. It represents the skill of hitting fast, hard, and skillfully at targets like the groin, head, solar plexus, and ribs. This is what you are likely to see in a boxing match, a muay thai match, or a full contact karate match.

Pugilistic Positioning: This is similar to Take Aim in some ways. It's complicated but important so it gets a few paragraphs. Every net 2 successes on Pugilistic Positioning that you gain on your opponent gives you at your option either a -1 TN bonus or your opponent a +1 TN penalty the next time you use a Pugilism manuver against the opponent whom you have positioned on.

Like with Take Aim you may use Pugilistic Positioning consecutive times and the bonus and penalty accrued will stack if you are successful repeatedly. Like with Take Aim if you use combat pool for any reason other than attacking or defending against the opponent you were Positioning against all Positioning bonuses will be lost. Getting knocked to the ground or knocked away from your opponent will also cause you to lose your Positioning bonuses.

Just as Take Aim only gives a bonus to one attack, Positioning only will convey the accumulated bonus to one consecutive non-positioning Pugilism manuver.

An opponent who wishes to disengage or move away from melee combat if he is recieving a net TN penalty from Positioning tests cannot do so freely. If an opponent wishes to break free he must succeed in an opposed skill test against whoever has given him the Positioning penalty. If he does break free and move away this naturally nullifies all positioning bonuses or penalties for both fighters. Also, if the opponent wishes to make a Dodge Test outside of the context of Full Defense he must first break free.

This is an important rule because if through Positioning you accumulate a TN penalty for your opponent that is equal to or greater than the opponent's BOD score or the opponent's skill level, whichever is greater, you can cause him additional damage at the end of each turn. At the end of each applicable turn, your opponent must resist [1/2 (your STR)] + (amount by which the opponent's TN penalty exceeds his or her BOD or skill level) D damage. This damage cannot be dodged and is resisted with Body, combat pool, and 1/2 impact armor. The damage may be physical, to represent air choking, joint snapping, and spinal destruction. It may also be stun at your option to represent a blood choke. However, if you fail to inflict a D stun before your opponent escapes or is released he will recover 1 box of stun inflicted through the blood choke per combat turn; a D stun is treated normally. You will lose your Positioning bonus and will cease to inflict this damage at the end of each turn if you step away from your opponent, if you use combat pool for any reason other than attacking the opponent whom you have used Positioning against, or if you get knocked down or knocked away from the opponent.

Pugilistic Positioning represents things like boxing clenchwork, standup judo kuzushi setups, standing joint lock jockeying from classical jujutsu, or wing chun/jun fan trapping. The damage that may be caused through Positioning represents either a standing blood choke for the stun damage, or else systematic joint breaking, a hard trachea choke, or continuous wrenching on the spine for physical damage.

Pugilistic Physical Damage: This works exactly like Unarmed Combat from SR3 with two important differences. The first difference is that your damage code is equal to (1/2 STR) L physical. The second is that the Power of this code is raised by 1 for each +1 TN penalty that you have given your opponent through Positioning tests.

Pugilistic Throw: Roll your Pugilism dice in melee combat at a +1 TN penalty. If you win your damage code is (opponent's Body score) M stun and you make your opponent drop prone. The Power of this attack is raised by 1 for each -1 TN bonus that you have gained through prior successful Positioning tests.

This represents everything from wussy foot sweeps, kungfu head throws, and massive judo slams. The variable damage code represents whether the throw is more of a takedown or more of a devastating torqued head throw.

Pugilistic Disarm: Roll your Pugilism dice in melee combat against an armed opponent at a +2 TN penalty. If you succeed one of the opponent's weapons that he is holding (your choice) falls down to the ground. If you get at least 2 successes you can instead choose to hold his weapon.

Grappling

Grappling Positioning: This works exactly like Pugilistic Positioning but just as the bonuses from Pugilistic Positioning only apply to Pugilism Manuvers the bonuses from Grappling Positioning only apply to Grappling Manuvers. This skill can represent judo or chin na style standup positioning to set up for a takedown or lock but it also can represent things like brazilian jujutsu positioning on the ground. When Positioning starts to do damage it represents breaking joints, attacks against the spine, and blood chokes, just like Pugilistic Positioning.

Groundwork: Groundwork is a "passive" manuver that automatically gives you a bonus in certain situations; you cannot attack or defend with groundwork. If you are prone and your opponent is prone and you have Groundwork you will get an additional -1 TN bonus to t3h gr4ppl3 attacks or defenses you make for every 2 levels of Grappling you have.

Grappling Physical Damage: This works in the same way as Pugilistic Physical Damage but being a Grappling skill it is compatible with Grappling Positioning. It represents limb breaking, eye gouging, and trachea crushing.

Grappling Throw/Takedown: This is like Pugilistic Throw but it has a different damage code and extra successes behave differently. The damage code is (opponent's Body + your Body)/2 M stun. Every 2 net successes instead of raising the damage code counts as 2 successes on a Grappling Positioning test against your opponent. Grappling Throw/Takedown can be followed up with further Grappling Positioning tests to stack bonuses further or to try and complete a submission hold. A character successfully executing Grappling Throw/Takedown against his opponent has the option of falling down on top of his opponent so that he can be prone along with his opponent if he likes. This represents things like a double leg takedown to a mount, a kneeling ippon seionage, or a koshi guruma where you fall on top of your opponent in kesa gatame. Basically, a takedown or throw with the objective of putting the thrower in an advantageous position to initiate grappling.

Grappling Disarm: Same as Pugilistic Disarm.


Section 4: Melee Weapons

Melee weapon skills (i.e. Edged Weapons, Clubs, etc) have manuvers that are the same as Pugilistic Positioning, Pugilistic Throw, and Pugilistic Disarm. You get to add one manuver per two levels of skill.

THIS IS IMPORANT: Emptyhanded combat (i.e. Pugilism, Grappling) is penalized with a +1 TN penalty when fighting against someone who is wielding an edged weapon and who is aware of and capable of responding to the unarmed attack or defense. An emptyhand surprise attack would not be subject to this penalty. This represents the difficulty in fighting emptyhanded against a blade.


Section 5: Killing Hands


Killing Hands may inflict its magical damage whenever damage would be inflicted through Pugilism or t3h gr4ppl3, in which case the adept may choose whether he wants to use the normal damage code for his manuver or instead substitute his killing hands damage code. He does not get to inflict damage every time he wins a Positioning test unless he has given his opponent enough of a TN penalty that the opponent is taking damage at the end of the turn; in this case the Killing Hands damage could be substituted at the end of the turn for the normal Positioning damage code.
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