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You might want to have a look at my article on unarmed combat, I found the same problem
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That being said, I STILL give KATO two thumbs up for his good work managing this forum (but we still need a LIKE Button). |
#3
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#4
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I'm guessing you weighted striking slightly more heavily than grappling/escaping? I notice that the top four styles by net bonus are Wrestling, Jiu-Jitsu, Aikido, and Military Sambo, which are all grapple oriented (only Sambo has a bonus to Punch, all of them except Sambo have a penalty to kick, and all have bonuses to both grapple and escape). Meanwhile, the five with the largest net penalty are Tae Kwon Do, Fairburn, Savate, Karate, and Muay Thai, all of which are strike-oriented (Savate and Karate are plus in both punch and strike, the other three are all plus in one or the other, and other than Fairburn they're all negative in grapple). The only striking style with more than +1 net is Krav Maga.
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Writer at The Vespers War - World War I equipment for v2.2 |
#5
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In game terms I wanted a slight differentiation in styles but nothing over the top like some RPGs. While there are slight benefits to certain styles, I think they are roughly equal as some of the methods will be rarely used in play. I initially tried to have all as a net zero but couldn't get certain styles to fit and it became obvious that certain styles while looking balanced on paper would not be in game usage. I would welcome any thoughts anyone has re the balance of the styles. |
#6
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Writer at The Vespers War - World War I equipment for v2.2 |
#7
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One art I'd like to see added if you do any revising is gatka, a northwestern Indian art generally associated by Westerners with Sikhs. It was one of the bases for Fairbairn-Sykes Close Quarter Combat. Tentatively, I'd suggest a modifier line of +1/0/-1/+1/-2/0/-2/+1, with the ability to use knife or sword with the same skill.
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Writer at The Vespers War - World War I equipment for v2.2 |
#8
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I actually found it because of the mention of the Sikh unit. I vaguely remembered mention of a martial art that was fairly common among the Sikhs from some reading I had been doing about the British East India Company, and poking around a bit, found a description of gatka that mentioned its influence on Fairbairn-Sykes, so I used that as a base with a couple changes (gatka was also used by Hindus, some of whom were kick-focused to avoid touching lower castes with their hands, which is why kick was raised slightly, etc).
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Writer at The Vespers War - World War I equipment for v2.2 |
#10
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Another idea that popped into my head because the "MMA has no mods" was bothering me:
To develop a fictional or syncretic martial art style, roll 1d10 for each of Punch, Kick, Headbutt, Grapple, Block, Escape, Diving Blow, and Throw. DM Modifiers: Hard Style: +1 to Punch, Kick, Block, -1 to Grapple, Escape, Throw Soft Style: +1 to Grapple, Escape, Throw, -1 to Punch, Kick, Block Die roll result: 0: -3 to skill 1: -2 to skill 2-3: -1 to skill 4-7: no modifier 8-9: +1 to skill 10-11: +2 to skill I deliberately did not put +3 to skill on the chart, so that these styles won't end up with better modifiers than existing styles.
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Writer at The Vespers War - World War I equipment for v2.2 |
#11
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Hmmm...I wonder if GURPS Martial Arts has anything translatable...need to look...
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War is the absence of reason. But then, life often demands unreasonable responses. - Lucian Soulban, Warhammer 40000 series, Necromunda Book 6, Fleshworks Entirely too much T2K stuff here: www.pmulcahy.com |
#12
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I decided to run an analysis on the existing martial arts styles in James' documentand see how to weight the various categories to minimize the difference between the "best" and "worst" art and minimize the standard deviation, then use that information to create a point buy system for new martial arts, as a supplement to the random system I proposed before.
My methodology was to take the bonuses and penalties for each martial art except for Mixed Martial Arts (which had no modifiers), sum the modifiers, then look at the mean, standard deviation, and the spread between minimum and maximum of the sums. Once I had done this, I started varying the weight of each maneuver with an eye towards minimizing the standard deviation and the spread. To create a new martial art: Roll 2d6-7 and divide by 2 for the number of points available to spend. A martial art may have negative points and/or half points, with a range of -2.5 to 2.5 and an average of 0. Points spent or refunded per plus or minus (maximum modifier +/- 3): Punch: 2 Kick: 0.5 Headbutt: 0.5 Grapple: 0.5 Block: 0.5 Escape: 0.5 Diving Blow: 1.5 Throw: 1 With these weights, the mean is 0.25, standard deviation is 1.74, and spread is 5.5. All of the existing martial arts fit into the -2.5 to 2.5 range except for Sport Sambo and Sumo, both of which are at -3 and should possibly receive minor boosts. The high-value martial arts are the two Kung Fus, Military Sambo, and Wrestling, all of which are at 2.5. Low-value martial arts are the previously mentioned Sport Sambo and Sumo at -3, along with Taekwondo and Judo at -2.
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Writer at The Vespers War - World War I equipment for v2.2 |
#13
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The one I've been looking at recently to try to convert over is Hero Fifth Edition's Ultimate Martial Artist. I need to finish doing some conversion factors first, then sit down with the book and figure out how its math works.
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#14
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How would you handle something like Hapkido, which concentrates on both punching and grappling?
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War is the absence of reason. But then, life often demands unreasonable responses. - Lucian Soulban, Warhammer 40000 series, Necromunda Book 6, Fleshworks Entirely too much T2K stuff here: www.pmulcahy.com |
#15
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Straight no modifiers or a couple of +1s and a couple of -1s in things like kick and head but.
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