From: | Rune Fostervoll <runefo@***.UIO.NO> |
---|---|
Subject: | Re: Martial Arts Table, Kickboxing Concentration??[LONG] |
Date: | Sat, 17 May 1997 19:01:16 +0000 |
> KARATE
> Techniques TN Damage Reach
>
> Block/Evade 4 None None
> Can be used for counterattacks. Is assumed that the limb or the haft
> of the attacker's weapon is being blocked. An attempt to block/evade
> weapons is as follows: +2 to TNs for swords or any melee weapons with a
> reach of 2, +4 to TN for monowhips, and +1 to TNs for all other melee
> weapons; these modifiers can be negated for a -1 for every 2 Unarmed
> Combat skill points over attacker's Armed Combat skill.
Block/Evade: This is basically going 'full defence'.
> Karate Strike 4 (Str+1) M Stun +0
Someone with 'general skill' would know a bit of karate, a bit of..
well, everything. He would also know 'karate strike' or its
equivalent. Why should he use normal attacks if this is better?
(It is, in every way.).
>
> Kick 5 (Str+1)M Stun +1
So, kick has TN 5, modified by reach 4. Vastly superior to regular
attacks. This is the weakness of tables like these... taking a
concentration in an unarmed combat style should be a *WEAKNESS* not
a strength - you limit yourself to one style of fighting, but is
better in that style - reflected by having MORE DICE IN IT!.
Not by having access to 'fancy better than normal moves'.
> Jump Kick/Flying Kick 6/7 (Str+2) M Stun +1/+2
Mhm. I seem to recall flying kicks was originally intended to attack
mounted opponents. It is a flashy style, so often used in movies and
games, but not particularily effective. Still, no major comments..
> Disable or Subdue 6 for limb/8 for torso (Skill) M/S Stun +0
> An attack targeting the nerve points of the body which must be
> specified. Damage applied is not 'real' damage but if all 10 boxes are
> filled are filled for that specific body part, opponent cannot use the
> affected limb or collapses and incapable of any action for 20 combat
> turns/Willpower (2) + modifiers for torso attacks
> Get Inside Reach 5 for Rch 2/6 for Rch 1 None +0
> As long as an attacker manages 1 more success against the defender, he
> has negated both parties Reach modifiers.
>
> Lunge 4 (Str+2) M Stun +0
> Charging or lunging at an opponent. The attacker must make a delayed
> complex action by meeting the opponent's onrushing attack or jumping him
> before he gets to do anything. The opponent may only block or evade
> when charged.
> Sweep 6 (Str) M Stun +1
> A foot sweep which knocks the opponent off his feet. Attacker must
> make more successes than the defender.
>
> Pulled Punch 5 As Attack As Attack
The attacker may want to limit
> how much damage he does in an attack. Once an attack has been
> successful and before the opponent makes a Damage Resistance test, the
> attacker chooses a damage category for the attack below the damage
> category to which he has presently staged up to.
I prefer to handle this by making the players reduce the combat pool
they use for the attack - after all, you take a risk by pulling your
punches, and there is a lot of uncertainty. He may also use less
strength.
> Full Out Attack As Technique (+2 Power) As Attack
> The ultimate in a committed attack. The opponent receives a -1 to his
> TN to block/evade the full out attack. The kiai is used along with a
> full out attack in which the opponent centers all his inner energy into
> one furious blow. This technique cannot be used for counterattacks.
This is commonly called using the entire combat pool offensively.
(Since the combat pool is 66% mental stats... definitely.).
>
> Kiai Target's Willpower None +0
> A loud cry combined with limited but threatening moves, its purpose is
> to put an opponent off their attack, or unnerve the opponent into making
> a mistake or not attacking at all. Make an opposed Charisma test (along
> with half of his Karate skill) against the target's Willpower. For
> every success past the defender's, the target receives a +1 modifier for
> any block/evade or counterattack he attempts against the attacker. Is
> considered a Free Action when used with a full out attack, but a Simple
> Action for any other attack.
So, charisma+1/2 karate skill vs. willpower. In most combat
situations with equally matched opponents this is autokill.
(Coupled with the full out attack in particular).
> Grapple 6 None +0
> Throw 6 (Oppnt's Body) L Stun +0
This illustrates another point. Most martial arts include a bit of
everything. A 'real' tae-kwon-do martial artist would have skill in
unarmed combat
history (tae-kwon-do)
athletics
But it is not uncommon to see tables like these for TKD include
points that use unarmed combat for reducing fall damage etc..
Point is, the unarmed combat skill, no matter what its concentration,
is limited to the combat aspect of that skill.
Also, if Karate includes throws and grapples, how do you
differentiate it from, say, Judo or wrestling, which use throws and
grapples a lot more, but also has hand and foot strike techniques?
Martial artists spend a lot of time practicing combat techniques.
This gives them high skill ratings, through which they do more
damage. How they do it is up to the GM and player, but if a player is
skilled, that alone makes him better, not that he then also can use
'extra powerful attack forms' - the high skill is reward enough in
itself.
> I have made a similair table as well for the Aikido style (from watching
> WAY too many Steven Seagal movies) along with its unique attacks/moves
> to distinguiesh them from say, Karate. I have had much success with my
> Martial Arts tables so far as it allows beginner players (who know
> NOTHING about the Martial Arts) become creative when it comes to melee
> combat in SR instead of going, "I use my Karate concentration against
> Mr. Street Sam". :(
I/My group use descriptions instead, without paying much heed to the
details. If A gets a lot more successes than B, it's a kick that
almost knocks his head off; if it's one success or so, it's a number
of feints which end up in a nearly-deflected blow.
It's nothing wrong in making tables like these, but be careful not to
unbalance things. If you want a M.A - heavy group, there's no problem
in making M.A. more effective, but for a general suggestion, it
should be.
What might be needed, is a cure against the Attack & Die syndrome..
which is annoying, but according to most martial arts thinking it
makes sense...
A wins initiative, attacks. Let's say he has two options.. using
half, max, or no combat pool.
B, the defender, knows that the next action is his, so he can safely
use his entire combat pool for a counterattack.
If they're evenly matched, A won't hit by much, or even at all, even
if he uses his full pool. If he uses none, he'll be hurt bad. On the
next action, B attacks with full pool against an A which either has
no pool and gets creamed, or is hurt because he didn't use his pool
and gets creamed.
"But the dread of something after death,
The undiscovered country, from whose bourn
No traveller returns, puzzles the will,
And makes us rather bear those ills we have,
Than fly to others that we no not of."