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Message no. 1
From: shadowrn@*********.com (Stuart M. Willis)
Subject: Martial Arts Rules.... Best? :)
Date: Thu Dec 20 18:15:01 2001
hi guys,

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.


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:
associate director, dump huck industries:

ICQ: 4340513

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