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How do you handle Martial Arts..
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ZzaphodD
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PostPosted: Fri Mar 19, 2010 7:36 pm    Post subject: Reply with quote

cheshire wrote:
Not exactly. He's using as a pool which other skills can draw upon. In the Shandows of the Empire book it allowed you to develop a pool of dice that you got to split between hit and damage. For example, if I had 8D in martial arts, I could select 2D to hit, for 6D damage, or 4D to hit for 4D damage.


Hmm, that would mean almost punching through blast doors... Shocked
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garhkal
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PostPosted: Tue Mar 23, 2010 10:12 pm    Post subject: Reply with quote

cheshire wrote:
I'm surprised no one ever comments on the MA style introduced in the Shadows of the Empire book that allows you to split your dice pool between hit and damage.


Teras Kai.. YEs that is nasty. Had one player at a con use it to single handedly kill a rancor like beast..
BUT woe betide them if they miss as when they use that 'special ability; of the martial art, they get NO DEFENSE AT ALL.. whether ranged or otherwise.
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Anakin
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PostPosted: Wed Mar 02, 2011 5:27 am    Post subject: Reply with quote

cunning_kindred wrote:
I think people read too much into the name of the brawling skill. Its the skill for unarmed combat. Martial arts is a type of unarmed combat. Martial arts should be included in brawling - just my feeling. Specializing in martial arts is clearly a cheap way of getting cheap brawling but specialzing in a particular martial arts manoeuvre has worked for our games.


If you use normal rules for specializations (half price), I agree. However martial arts come in numerous variants and should have different prices and benefits. Some MA handle a wide range of situations, and could impossibly cost less than brawling, while some styles really emphasize on a very small area of combat and will have great limitations...

I have practiced numerous MA and they are really different from each others. Taido use combat stances and techniques that are completely different from "natural" moves, while Kali derives directly from street fighting and commando training. In Aikido there are no kicks or punches, and in Taido there are no weapons techniques or wrestling situations. In Kali the same techniques are used with or without weapons in your hands...

I have made a quite (only quite) complete list of martial arts, that also handles the first question in this thread. I'm very eager to have people try it and give me their opinion, so I have posted this link in several threads in this forum:

http://www.angelfire.com/in/comcorporation/martialarts.html

Since my home page is located on a free server, it may contain some popups. Sorry about that.
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Taelin
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PostPosted: Sun Apr 24, 2011 11:03 am    Post subject: Reply with quote

Well, it looks like I'm not the only person to treat Martial Arts as an Advanced Skill building off of Brawling/Brawling Parry.

I treat it as an Advanced skill, and for every 1D in Martial Arts, they can select a technique from the list in Rules of Engagement: The Rebel SpecForce Handbook. To activate the technique they roll just Martial Arts, but they roll Brawling+Martial Arts to hit, or Brawling Parry+Martial Arts to block. Using the (A) Martial Arts skill to activate a technique does not incur a penalty for taking multiple actions when used in concert with a Brawling or Brawling Parry roll.

I don't require characters to have both skills at 5D, I treat it like how (A) Droid Engineering is treated in Cynabars Fantastic Technology: Droids with relation to Droid Programming and Droid Repair. You must have one of the two techniques at 5D to learn the skill, and you can only add your Martial Arts dice if you have 5D in the skill.

I've got some martial arts experience as well. I resisted the urge to make each style a separate skill or specialization and keep things relatively simple. Very few NPCs the PCs encounter have these skills, my only "stock" NPCs that has Martial Arts is my Royal Guardsmen have Brawling 5D and (A) Martial Arts 1D to represent their Echani training and my Noghri Warriors have Brawling 5D and (A) Martial Arts 1D+2 for their Noghri arts. Both have Punch as their initial technique, Very Easy difficulty for STR+1D damage.

Making Martial Arts a specialization is way, way too powerful. It gets you all the benefits of brawling, for cheaper (and if using any of the optional MA systems WEG put out; Noghri Martial Arts, Teras Kasi, or the system from Rules of Engagement far more powerful than Brawling). Using those systems as-written I've seen them horribly broken. In an old campaign I ran, I had a PC martial artist using those rules who once managed to break a TIE fighter with a Flying Kick, some pretty lucky rolling, and a Force Point. Force Points are supposed to let you do cool things, but taking down a parked starfighter with one hit from an unarmed attack was breaking credibility to the point I realized that the system needed help.
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jmanski
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PostPosted: Sun Apr 24, 2011 12:50 pm    Post subject: Reply with quote

I guess I'm in the minority in that I don't see Martial Arts as overpowering.

As to your example: is it realistic? No. Is it cinematic? I think so. I can see Jet Li in a climactic scene using his martial arts prowess to destroy an enemy vehicle.

But it all comes down to how you want your game to be.
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PostPosted: Sun Apr 24, 2011 5:12 pm    Post subject: Reply with quote

I think from here on out for my home games, i will push M.arts as an advanced skill
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PostPosted: Mon Apr 25, 2011 4:46 am    Post subject: Reply with quote

I made up more than one martial art advanced skill. They required generally 4D-5D in brawling and brawling parry. They could be added to brawling or melee, and any either parry. Each die you had in one of the arts allowed you to add 1 pip to damage for brawling or melee. I don't remember the specifics of the others. If I dig them up, I'll post them for you all.
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ZzaphodD
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PostPosted: Mon Apr 25, 2011 5:35 am    Post subject: Reply with quote

I have a PC with the Advanced Martial Arts skill (a combat oriented jedi) but with no hard rules.

I was thinking of using the maneuvers from RoE but I have two problems.

1. How to handle which maneuvers you learn given that now its an advanced skill (with low skill dice).

2. How to deal with MA damage, so its not more lethal than a vibroblade (which is the case with RoE rules).
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PostPosted: Mon Apr 25, 2011 6:59 am    Post subject: Reply with quote

ZzaphodD wrote:
2. How to deal with MA damage, so its not more lethal than a vibroblade (which is the case with RoE rules).
I've occassionally considered making most brawling/MA damage non-lethal. I realize that isn't realistic, but then again neither is any human being destroying a jet fighter or an M1-Abrams Tank with a kick.

One option would be to treat brawling damage as one level lower, so Stunned = lose one action that round, Wounded = Stunned, Incapped = wounded, Mortally wounded = Incapped, Killed = mortally wounded, Killed+ = killed.
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garhkal
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PostPosted: Mon Apr 25, 2011 5:56 pm    Post subject: Reply with quote

Quote:
1. How to handle which maneuvers you learn given that now its an advanced skill (with low skill dice).


Make an actual order you learn them in.
Like say punch first
then kick
then spin kick
then flip kick
and so on..

Quote:
2. How to deal with MA damage, so its not more lethal than a vibroblade (which is the case with RoE rules).


Hows about Str+maneuver. Cap of max for race +1d. like how melee weapons have a max cap.
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PostPosted: Mon Apr 25, 2011 6:28 pm    Post subject: Reply with quote

Or use 1/2 Lifting for brawling/martial arts damage.
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PostPosted: Tue Apr 26, 2011 1:34 am    Post subject: Reply with quote

Fallon Kell wrote:
I made up more than one martial art advanced skill... If I dig them up, I'll post them for you all.

Here's one of them. As background, this art was developed by a winged humanoid race we made up called the Kran. It was as much about aerial combat as ground fighting, and difficult for the earthbound to learn. It was also extremely demanding, even to the Kran, who were as big and strong as Wookiees. These are the earthbound set of rules.

Quote:
Xelisec Martial Arts (pronounced shell-ih-seck)
Prerequisites:
Climbing/Jumping, Melee, Melee Parry, Brawling, Brawling Parry and Dodge: ALL 5D

Xelisec can be added to Melee, Melee Parry, Brawling, Brawling Parry, or Lightsaber.

One pip for every 1D in Xelisec can be added to Dodge, Melee Damage, Brawling Damage, Lightsaber Damage or Thrown Weapons Damage.

Improving Xelisec is difficult. It requires a stamina roll for every improvement, the difficulty being 1 level per 1D you are trying to reach. If the stamina check is failed, you must train again. Half the character points spent are returned, and half are automatically put toward your next attempt to train.

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PostPosted: Thu May 12, 2011 4:36 am    Post subject: Reply with quote

In our game most players seem to trust my own experience with wing chun, budo taijutsu and kobudo most particularly because I seek at every turn to uncomplicate the mystical aura that popular media culture has ascribed to martial arts.

Yes it is just a specialisation of brawling, and I'm talking the real world here. That's the plain truth, you do not go into combat without the presumption that you will sustain injuries against any opposition no matter how inept. In fact a lot of combat martial arts is about ignoring the potential of injury to succeed with a greater objective (such as winning the fight instead of landing a blow successfully or preventing one landing on you). Combat as opposed to competition fighting has absolutely nothing to do with competing with your opponent and everything to do with walking away while you can still breathe, take a knife to break a neck to put it flamboyantly and being a bit theatrical about it.

In fact military special forces training began during WW2 as combat technicians much more than combat experts, most of their combat training involved trying to keep up with your average thug rather than surpassing him which was all but impossible for a feller who spent most of his career in radio shacks and research laboratories and not on the battlefield learning how to shrug off a bullet. Mostly they just weren't built for combat and that's what martial arts is about.

Wing Chun practitioners were peaceful monks forced to take on professional government soldiery. Budo Taijutsu was developed among forest priests and commoners to have some fighting chance against roving Samurai. Kobudo concentrates on developing aspects of battlefield combat from an "out of the box" perspective and is primarily philosophical in nature. Military combat arts generally relate to taking down unsuspecting station guards who have no idea you're even there, not running at them with guns blazing. The main bonus of martial arts is just the coincidence that traditional practitioners are nerdy weaklings who tend to think much more deeply about everything in the universe than someone who can just pummel opposition into submission if they feel like it.

What you get when you have a martial artist who is tougher than everybody around him is just another thug. This is a fact very, very prevalent among the MA community and I tell you this presumption of combat expertise is sheer delusion. Simple fact is a karate shihan looks just as silly as anyone being run over by a bus while drunk and a drunken priest would be too busy playing with squirrels to be anywhere near the road, and a catholic priest is really no different to a traditional martial artist. This is about philosophy, it is not about The Uber-Deadleh of Mah Teknique, that is the kind of thug reasoning that will quickly get you killed in warfare.

Hollywood supermen are firstly antiheroes and secondly don't really exist.

With all this in mind, the original SWRPG rule for martial arts as a brawling specialisation perfectly reflects my own experience and works extremely well in our gaming.
Here is why: subject specific skill specialisations provide benefits (such as lower difficulty ratings within the field) which you do not get in the generalised field.

For example, you want to know if a particular crystal you've found is suitable for use in a lightsabre and must make a moderate Jedi Lore roll to determine this. Because you do not have the specialisation Scholar: Jedi Lore and are just using your base Scholar skill which you've put points in, the difficulty rating is very difficult at best. For the average scholar it is an obscure piece of information, for someone specialised in Jedi Lore it is only moderate, reasonably common enough information.

Martial arts works the same way with Brawling. The generalised skill does not give you access to the benefits of Noghri martial arts. Nevertheless martial arts in its fighting capacity is a form of brawling, sometimes specialised, just as often an exaggerated claim of being highly specialised and in fact making your way using superior strength or willpower and salesmanship.

I use the same rules as for technological modification if players wish to invent a specialised martial art with additional combat benefits (such as heightened damage). You must flesh out a basic philosophy for the Art, what is it about, what is it based on? You will need to develop some Scholastic specialisation or spend character points to make a Knowledge or Perception difficulty in a succession of developing the specific benefits of your Art. The difficulty rating will be adjudicated using the standard weapon modification guidelines for +1pip to +1D+2 additional physical damage, plus circumstantial modifiers.

In effect you will have to engineer your martial art from scratch yourself, or find a Noghri to train with who doesn't feel like eating you.

Special manoeuvres are a matter of circumstantial creativity and are as available to a general brawler as they are to a martial artist. The benefits of specialising in Rebel Special Forces martial arts in this case is a tabled series of special techniques you can simply reference without having to be too creative as a player. It's easy to get bogged down in round by round combat using this method however, GMs should try to keep the action moving and seek to simplify matters wherever they can.
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PostPosted: Sat Jun 18, 2011 11:17 pm    Post subject: Reply with quote

Since we have a player in our group who has studied Muay Thai since 1998, we try to make sure Martial Arts work pretty close to real-life in our game sessions.

This has caused our GM (my sister) to develop individual Martial Arts for different groups and cultures - Mandalorian Martial Arts, Rodian Fighting Arts, Tusken DeathDance, etc.

The way we do it, Martial Arts is a skill-group on its own, costing the same as any other skill, with the different fighting styles functioning as Specialties.

For example, a character might have Martial Arts 4d+2, and then have Tusken DeathDance 5d (probably a Tusken Raider character !).

We even have one character in our campaign - a female Twi'lek smuggler captain - who developed her own fighting style where she uses her Lekku in style similar to a whip. But it is tricky for her because if she "misses" really terribly she can actually inflict full damage on herself since the lekku are very sensitive.
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garhkal
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PostPosted: Sun Jun 19, 2011 1:05 am    Post subject: Reply with quote

If they are so sensitive, wouldn't hitting someone with them cause her pain?
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