Author Topic: Proposal: Advanced Martial Arts  (Read 16146 times)

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #30 on: June 24, 2015, 08:41:40 AM »
They would still combine with Brawling Parry: Martial Arts defence and Brawlijng:Martial Arts attack rolls.

Getting into and advancing the skills would be cheaper than what I had originally proposed. But adding new techniques and moves would be more expensive. Not sure how it looks over the long haul - you're not paying double CP to increase it, but you also no longer get five moves for free, only 2.

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #31 on: July 27, 2015, 01:00:28 PM »
So abandon the advanced skill paradigm, and treat them like force skills? Standard costs for increasing them, moves are powers? That could work. I'll need to give it some thought.

If we went that route, I think I'd want to make new moves a flat 5cp (to raise the bar a little an make up for loosing the advanced skill cost). You get one defensive move and one offensive move with your first D (presumably from the trainer that got you to your first D in MA:O and MA:D).

It makes styles or schools a little less important, which isn't really much of an issue, and if someone is wiling to invest the time and CP, they could learn a butt-load of specials. But doing so would hold them back in other areas.

This could work.

Thoughts? Feedback? Comments?

Is this the route we're going?  If so, are the special moves coming (primarily) from the spec forces book?

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #32 on: July 27, 2015, 01:31:06 PM »
Yes, this is the route we're taking. I'm not going with the spec forces handbook, as written, however. There are some skills there that are way too powerful. However, you can use those as a guideline. I'll hammer out the details as people start acquiring the moves. The examples I listed in the opening post are examples you can use as written.

I'll get around to posting a full list, but in the meantime post what you want to take below, and I'll rule on it or make modifications.

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #33 on: July 27, 2015, 03:37:18 PM »
Just to reiterate something - the SpecForce Handbook is not accepted as written. The powers there are often far too powerful. Feel free to use them as inspiration, but I will not allow them into the game un-vetted.

If you want a power from that source in the game, but I haven't posted about it here, then post it and I'll edit / correct / modify so that it fits.

Examples of powers that are over the top (this is not a definitive list): Silent Strike, Weapon Block, Instant Wound, Disarm.

In general, if you want something from that handbook, post it here and I'll vet it.

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #34 on: July 28, 2015, 07:42:44 AM »
Are there any currently in play that have already been edited?  Just to save on duplication.  Should we maybe have a separate thread where only the revised powers are posted, all discussions, first drafts are posted here?

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #35 on: July 28, 2015, 10:09:28 AM »
Here are the techniques as listed in the Special Forces book

TechniqueDescriptionDifficultyEffect
BlindfightingThe character is trained to use senses other than sight to locate a targetVery DifficultIf the character makes the required skill roll and is within striking distance of the target, they may ignore the effects of blindness.  They cannot see, but can hear or smell a target well enough to strike.  This may be used as a reaction skill
DisarmThe character is trained to force an opponent to drop a weapon or objectModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target is disarmed
Elbow SmashThe character is trained to deliver a powerful blow with their elbowVery EasyThe character can add +1D to their damage roll if the skill roll is successful
FlipThe character can throw a target who has grappled them from behindModerateA successful skill check indicates that the target is hurled to the ground provided the attack is not parried or dodged.  The target suffers 3D damage.  This may be used as a reaction skill.
Flying KickThe character is trained to leap to deliver a crushing attackDifficultThe character can add +2D to their damage roll if their skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack this round with no multiple action penalty.
Foot SweepThe character can trip an opponentModerateA successful attempt indicates the target is tripped, falling to the ground.  The target must remain prone for the remainder of the round.
HeadbuttThe character can user their head to strike a target, even if they are held, pinned or bound.EasyIf the character's skill roll meets the difficulty number they may use their head to strike the target inflicting STR+1D damage; can be used if the character is bound or held; can be used as a reaction skill.
Hold/GrappleThe character is trained to grapple and hold a target immobileModerate plus an opposed Strength rollThe character attempting to grapple with a target must make a Moderate martial arts roll to hold their opponent.  For every round the target is held the character must make an opposed Strength roll.  If the target beats their Strength roll they break free of the hold
Instant KnockdownThe character knows how to maximize impact, knocking the target to the floorModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target is knocked to the ground.  The fallen character must either wait one round to stand or suffer multiple action penalties.
Instant StandThe character is trained to negate the effects of a fall and return to a standing, combat-ready position.ModerateIf a character is tripped or knocked down, they may return to a standing position without suffering a multiple-action penalty.
Instant StunThe character is trained to strike at critical pressure points that effect breathing or the nervous system, stunning the targetModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty, the target is stunned for one round
Instant WoundThe character knows how to strike to maximum effect, inflicting sever damage on the targetDifficultIf the character's attack is successful, and is not parried or dodged, and if the skill roll meets the required difficulty number, the target suffers a wound.
Multiple StrikesThe character can deliver multiple blows.ModerateThe character can make a second attack with no multiple-action penalties.  The second attack inflicts 3D damage.
Nerve PunchThe character knows the location of nerve clusters, striking in such a way as to render the target's limb numb.Very DifficultIf successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds.  Any items held in the effect hand are dropped.  If the character beats the difficulty number by 15 or more, the target is rendered unconscious
Power BlockThe character is trained to parry attacks in a manner which inflicts damage.ModerateA successful parry inflicts STR+1D damage on the target.  This can be used as a reaction skill.
ReversalThe character is trained to turn the tables on an opponent who is attempting to grapple.Opposed Strength or Brawling: Martial Arts roll (which ever is higher).The character can employ this only when they are held.  If they break the opponent's grip, they may in turn hold the target immobile or employ another technique.  This may be used as a reaction skill.
Silent StrikeProvided the character can successfully sneak up on a target, they can instantly kill or render the target unconsciousDifficultThe character must be within arms reach of the target.  The character must declare if this is a killing or stunning attack prior to making the attempt.  A successful skill roll indicates the target is neutralized.
Spinning KickThe character is trained to perform a powerful kick.ModerateThe character can add +1D to their damage roll if the skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack with no multiple action penalties.
Shoulder ThrowThe character can throw a targetModerateA successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering 3D damage.
Weapon-BlockThe character is trained to parry melee attacks, even when they do not possess a melee weapon.Opposed Martial Arts versus Melee Combat rollIf the character makes the required difficulty roll, they successfully block a melee attack

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #36 on: July 28, 2015, 11:19:28 AM »
Copied here for discussion.

TechniqueDescriptionDifficultyEffect
BlindfightingThe character is trained to use senses other than sight to locate a targetVery DifficultIf the character makes the required skill roll and is within striking distance of the target, they may ignore the effects of blindness.  They cannot see, but can hear or smell a target well enough to strike.  This may be used as a reaction skill
DisarmThe character is trained to force an opponent to drop a weapon or objectModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target is disarmed must succeed in a competing Strength or Dex check (Attacker's choice) to maintain control of their weapon.
Elbow SmashThe character is trained to deliver a powerful blow with their elbowVery EasyThe character can add +1D to their damage roll if the skill roll is successful
FlipThe character can throw a target who has grappled them from behindModerateA successful skill check indicates that the target is hurled to the ground provided the attack is not parried or dodged.  The target suffers 3D STR damage.  This may be used as a reaction skill.
Flying KickThe character is trained to leap to deliver a crushing attackDifficultThe character can add +2D to their damage roll if their skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack this round without incurring any additional multiple action penalty. The attacker must be able to move a minimum 5 meters in a straight line before making this attack.
Foot SweepThe character can trip an opponentModerateA successful attempt indicates the target is tripped, falling to the ground.  The target must remain prone for the remainder of the round.
HeadbuttThe character can user their head to strike a target, even if they are held, pinned or bound.EasyIf the character's skill roll meets the difficulty number they may use their head to strike the target inflicting STR+1D damage; can be used if the character is bound or held; can be used as a reaction skill.
Hold/GrappleThe character is trained to grapple and hold a target immobileModerate plus an opposed Strength rollThe character attempting to grapple with a target must make a Moderate martial arts roll to hold their opponent.  For every round the target is held the character must make an opposed Strength roll.  If the target beats their Strength roll they break free of the hold
Instant KnockdownThe character knows how to maximize impact, knocking the target to the floorModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty number, the target is knocked to the ground.  The fallen character must either wait one round to stand or suffer multiple action penalties.
Instant StandThe character is trained to negate the effects of a fall and return to a standing, combat-ready position.Moderate EasyIf a character is tripped or knocked down, they may return to a standing position without suffering a multiple-action penalty.
Instant StunThe character is trained to strike at critical pressure points that effect breathing or the nervous system, stunning the targetModerateIf the character's attack is successful and not parried or dodged, and if the skill roll meets the required difficulty, the target is stunned for one round
Instant WoundThe character knows how to strike to maximum effect, inflicting sever damage on the targetDifficultIf the character's attack is successful, and is not parried or dodged, and if the skill roll meets the required difficulty number, the target suffers a wound.
Multiple StrikesThe character can deliver multiple blows.ModerateThe character can make a second attack with no without incurring additional multiple-action penalties.  The second attack inflicts 3D STR damage.
Nerve PunchThe character knows the location of nerve clusters, striking in such a way as to render the target's limb numb.Very DifficultIf successful, the character's attack renders an opponents limb (arm or leg, specified prior to making the attempt) unusable for 3D rounds.  Any items held in the effect hand are dropped.  If the character beats the difficulty number by 15 or more, the target is rendered unconscious
Power BlockThe character is trained to parry attacks in a manner which inflicts damage.ModerateA successful parry inflicts STR+1D damage on the target.  This can be used as a reaction skill.
ReversalThe character is trained to turn the tables on an opponent who is attempting to grapple.Opposed Strength or Brawling: Martial Arts roll (which ever is higher) +5.The character can employ this only when they are held.  If they break the opponent's grip, they may in turn hold the target immobile or employ another technique.  This may be used as a reaction skill.
Silent StrikeProvided the character can successfully sneak up on a target, they can instantly kill or render the target unconsciousDifficultThe character must be within arms reach of the target.  The character must declare if this is a killing or stunning attack prior to making the attempt.  A successful skill roll indicates the target is neutralized. A successful skill roll inflicts STR+3D damage on the target as lethal or non-lethal damage (attacker's choice)
Spinning KickThe character is trained to perform a powerful kick.ModerateThe character can add +1D to their damage roll if the skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack with no multiple action penalties.
Shoulder ThrowThe character can throw a targetModerate EasyA successful skill check indicates that the target is hurled to the ground, provided the attack is not parried or dodged, suffering 3D STR damage.
Weapon-BlockThe character is trained to parry melee attacks, even when they do not possess a melee weapon.Opposed Martial Arts versus Melee Combat roll +10If the character makes the required difficulty roll, they successfully block a melee attack

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #37 on: July 28, 2015, 12:31:03 PM »
The elbow smash and spinning kick both do STR + 1D damage but the elbow smash difficulty is very easy and the spinning kick is moderate.  Should either the difficulty be adjusted on one of them, or the damage on the spinning kick increased?

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #38 on: July 28, 2015, 01:10:51 PM »
Good point, plus risks from failure. How about STR+2d.

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #39 on: July 28, 2015, 01:26:13 PM »
That would work, but then it puts the damage for spinning kick on par with flying kick, which has a higher difficulty, plus a move requirement so it'll automatically suffer from a MAP.  These rules were really not thought out well as far as balance goes...

Options I can think of are to drop the damage on elbow smash, which essentially no longer makes it a special move/technique, up the damage on flying kick, or add that a successful hit from flying kick knocks the target down as well.

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #40 on: July 28, 2015, 02:05:28 PM »
I'll bump the damage from, flying kick to STR +3D.

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #41 on: July 29, 2015, 08:08:47 AM »
Noticed there's a similarity between what you proposed in the first post of this thread and the spinning kick entry from the book;

RoundhouseThe character is trained to deliver a spinning kick to the head.Moderate  A successful skill roll indicates that the character delivers a spinning kick to the head of an opponent. In addition to the +1D to damage, the opponent is considered "Stunned" for the remainder of the round.
Spinning KickThe character is trained to perform a powerful kick.Moderate  The character can add +1D +2D to their damage roll if the skill roll exceeds the difficulty number.  Failure to beat the difficulty number indicates the character is off balance and their opponent may make an additional attack with no multiple action penalties.

But your original entry doesn't include the consequences for failure and yours stuns.  Do we want to include 2 versions, one with the lesser damage and no failure consequences?  Kind of like one is a little more reckless but more powerful?

SMF needs to be able to add borders around table cells...

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #42 on: July 29, 2015, 10:40:14 AM »
I pulled anything that was duplicated, so Roundhouse was yanked from the final table.

Originally, i had plans for different styles, where one style would give the Roundhouse, and another the kick. That was scrapped when we scrapped styles and made the moves independently obtained.

And I concur for borders around cells. :)

Trax

  • Spoilers
  • Hero Member
  • *
  • Posts: 1967
  • Karma: 5
Re: Proposal: Advanced Martial Arts
« Reply #43 on: July 29, 2015, 11:14:29 AM »
Would the roll for Multiple Strikes count as an action?  I would lean towards yes, otherwise it becomes pretty powerful.

GM Craig

  • Administrator
  • Hero Member
  • *****
  • Posts: 3897
  • Karma: 0
    • Email
Re: Proposal: Advanced Martial Arts
« Reply #44 on: July 29, 2015, 11:22:56 AM »
Yes, any of the rolls above counts as an action unless specified otherwise.