steamcraft Posted July 27, 2016 Report Share Posted July 27, 2016 I have been working on a set up custom rules for martial arts. The idea is to make it less than a hit/miss mechanic. I am thinking of this not just to make it more exciting, but because of an idea I have for a Chinese influenced fantasy RPG setting. Martial arts is central to the genre. I have three models I am working with as the baseline. I am hoping to get people’s thoughts on it. Descriptive The descriptive model is the most basic. The idea is that the player describes what he is going to do. The GM then determines the damage based on the type of attack and then applies bonuses/penalties based on what the player is describing. For example, the player can say he is going to jab the target. This would be a simple punching damage and no real bonuses or penalties apply. On the other hand, a spinning round kick would do significantly more damage, but a miss would result in a penalty that would either hurt next rounds initiative or grant a bonus for the target to hit the PC. A flying jump kick would do a lot of damage, but might have a penalty to hit and a miss would incur a penalty. So it would really just be a chart that details out damage by type, e.g. hand, head, elbow, knee, foot, etc. and then another chart with bonuses/penalties to hit based on description, and then guidance about what to do in case of misses. Martial Art Styles as Weapon The second method would detail a lot of styles. Each style would do certain amounts/type of damage. There might be bonuses/penalties for certain styles. The key thing is that the PC would have like the Snake style, which would be X damage, and then there is the Monkey style that does Y damage. Switching a style would be like switching weapons. It results in different damage and/or effects on the target. I would likely make the PC train each of these as a separate skill, but it might not be necessary. It would just be that the PC would need to have learned these during the course of the game, but they all have the same Martial Arts check to hit. Martial Arts as Spell The third model has the PC learn attacks just like magic users learn spells. Each attach does a certain amount of damage or has effects. For example, a leg sweep would cause X damage, and then the target would on its back with a penalty to initiative next round. Chain punches would be that the target is hit by multiple (say 1d10) punches that each causes a minor amount of damage. A nerve punch might paralyze an arm for 1d4 rounds. Do any of these models seem like a good basis for building a martial arts system? Quote Link to comment Share on other sites More sharing options...
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