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Posted: Fri Dec 04, 2009 7:43 am
Recently with some things that where pointed out by some of the guild members, Power users have a little disadvantage compared to Tec and Special users. That's why a new system is going to be added if people like it. It's called the Fighting Schools. In the world, they exists different fighting styles. Each style has it's advantages and disadvantages. But in order to be able to enter the school, students must have the physical and mental force to support the various skills of the school. Basically in order to enter a school, you must have the necessary stats and maybe skills to practice it. All the schools will require the character to have 5 in Power since the physical strength is an important aspect in each school. From there, depending on the stats, characters can enter in one school. Each school has a list of "feats", this feats are like another set of skills or attacks that the character can use in fight. Only a maximum number of feats can be used during a fight.
So now I need suggestions for: -what schools should be? -what stats and skills are required to enter the school? -what feats it will have? -how should feats works? So start suggesting.
Fight Schools so far: -Bushido: requirements: Pow4, Tec 4, Speed 4, Weapon focus (blades) feats: +sword combat, deflect projectiles, +mp for will, counter
-Kung Fu: requirements razz ow 5, Speed 5, MP4 feats: +hand to hand combat, +defense, +staff combat, +concentration, deflect projectiles
-Capoeira: requirements: Pow 3, Speed 5, Tec 3, Dodge feats: +hand to hand combat, feint attacks, combo strike -Ninjitsu: requirements razz ow 3, Tec 5, Weapon focus (Exotic) feats: +sneak, poison skill, craft traps, precise blows
-Wrestler: requirements: Pow 5 feats: +DMG and Power combat, grapple and lock moves, +defense, +hand to hand combat
-Pankatrtion: requirements: Pow 5 feats:Self damage for damage bonuses, +hand to hand, damage reducing with power checks
-Aikido: requirements:Speed 3, Mp 4, Tec 3 feats: Enemy stat debuffs, +defense, Feint
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Posted: Fri Dec 04, 2009 9:25 am
Yes, Yes, A MILLION Times Yes!
I don't know much in the way of Fighting but I do know ideas of how to get it in the system without throwing things off balance.
Training costs money so when entering a Game it costs amount of gold to show you've been trained in the school as some of the stronger schools like Kung Fu or Capoeira could cost that of a level 3 item as a base requirement for the schools.
Feats could be an automatic thing but some advanced abilities could be made to be purchased like a Rank system like White Belts and Black Belts. Like for Capoeira an advanced could be negate a crit fail and continue through the movements. (Took a Capoeira Class awhile back, fun but I suck at it, so I know every movement to a well practiced person could move fluently no matter what slip ups are made. Body moves like liquid and can easily catch yourself if you fall backwards, forwards, or any other direction as a lot of the people I saw there demonstrated different directions of falling and continuing using one hand to regain their balance. Also I think it could be an exception to a Power 5 rule as it uses more momentum then power with a speed 5 easily showing that.)
Maybe a few more schools made with just power or Power and Speed like a Bar Brawler school since if every school had Tec (As it so far does minus Wrestler) then it would still be a Mage and Archer world with a slight alternative. Maybe an Elemental Warrior school Based off of Special and Power to be able to link an element to your fists or weapons as well as granting a few distance strikes dealing power damage with a minimum of 3 special to enter. Also Judo which could be an exception to a power 5 ruling as you use your opponent's force against them to render them useless. Maybe a Power 3 but still needing Speed and Tec otherwise you can't use their own force. Maybe even a School to use Charm as a stat to distract your foe from your attacks.
Sub Branches: Like elemental warrior I listed I can see every class with a magical property added like a Kung Fu Stone Fist or a Capoeira Wind kick. Granting a bonus to Power Damage equal to half Special rounded up and a range of half power. Or even a more spiritual style using Mental as if fighting for divine practice where just practicing each morning could grant a divine benefit like spell-like ability to cast Cure using Mental or gaining a power of the gods.
Just thoughts...
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Posted: Fri Dec 04, 2009 2:46 pm
I like it. After some sanding, I think it'll make a great addition. Some questions: -Is a character tied to a certain school, or do they decide at the beginning of the campaign? -Will this be reflected in future skill cards? -Will there be any form of 'preparing' fighting skills, such as meditating for Ninjitsu or getting sufficiently wasted for drunken brawling?
Also, a few suggestions:
Pankration- Type of bloody boxing derived from the mediterranean Prerequisites: Only usable unarmed Feats: Self damage for damage bonuses, +hand to hand, damage reducing with power checks
Akido- Flowing style of disbalancing opponents. Prerequisites: Speed 3, Mp 4, Tec 3 Feats: Enemy stat debuffs, +defense, Feint
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Posted: Sat Dec 05, 2009 9:37 am
I like Gan's sub branches. Some feats are only available if you decide to master that art. For the feats it also sounds interesting. Ranking seems a good way.
Also to answer the few questions. -Characters decide to which school belong at the beginning if they have enough gold or can later enter into one school. -Maybe, probably, I dunno. -For some attacks of the schools they might need some requirements before. For example: Kung Fu can have an iron fist strike, but to use it the character needs to do an MP roll before to channel the energy. It all depends on the school and art.
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Posted: Sat Dec 05, 2009 4:53 pm
Hmmm I think it sounds good
I'm planning on writing up a few more rules for Melee combatants in my book.
I think it certainly needs to be refined some.
Also my sugestion
CQC Requirements: Tec 4, Abillity to use two weapons at once, use a one handed ranged weapon in primary hand and one handed melee weapon in off hand. feats: +Disarm (knock target's weapon on the ground), +Human Shield (protect yourself while holding an enemy), +Silent Kill (Grapple and Kill a target with little or no sound.)
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