From: | shadowrn@*********.com (Stuart M. Willis) |
---|---|
Subject: | Martial Arts Rules.... Best? :) |
Date: | Thu Dec 20 18:15:01 2001 |
started playing shadowrun again after a long absence. now that we're
in our 20s (as opposed to being 16) we're even playing properly which
is fun! and the players are happy to be (relatively) underpowered.
its a ganger campaign.
anyway. was wondering what people think are the best rules for melee
combat (esp. martial arts).
that includes the ones published in TSS (issue # is fine - i have
them all), Cannon Companion, the Plastic Warrior Books, and on the
Shadowrun Archive. I'm looking for a balance between realism and
speed. Considering we're playing stock standard 3rd ed rules (with R2
and VR2 - can't afford the $$$ for the 'mild' upgrades) - if they
keep in spirit with the overall shadowrun system taht'd be grand. Mb
in another campaign we'll use another combat system entirely - or
modify the shadowrun one.
Regards,
S.
--
---
In Italy for 30 years under the Borgias they had warfare, terror,
murder, and bloodshed but they produced Michelangelo, Leonardo da
Vinci, and the Renaissance. In Switzerland they had brotherly love -
they had 500 years of democracy and peace, and what did that produce?
The Cuckoo Clock.
-- Harry Lime, the Third Man
dangermedia assassin: http://www.dangermedia.org
associate director, dump huck industries: http://www.dumphuck.com
jinn: http://www.vistacartel.com/jinn/
www.biki.net
ICQ: 4340513
---