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#1
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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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#2
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Revised version of the unarmed combat rules with a nice shiny cover!
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#3
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Something I just noticed - as a former (low-level) practitioner of both, I'm not certain I'd have Karate have a higher kick modifier than Tae Kwon Do. TKD has more of an emphasis on swift and high kicks, with a narrow stance to increase speed, while karate tends to use a wider stance to emphasize stability and more of a balance between hand and foot strikes.
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Writer at The Vespers War - World War I equipment for v2.2 |
#4
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No Krav Maga?
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I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier. |
#5
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Other than the listing for Krav Maga between Kick Boxing and Kung Fu (Northern Style)?
(edit: this came off a bit snarkier than I intended - it was meant to be a bit of a playful pointing-out that it is in the document)
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Writer at The Vespers War - World War I equipment for v2.2 Last edited by The Dark; 03-01-2018 at 09:06 PM. |
#6
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100% agree. TKD is all about the kicking (to the detriment of other aspects unfortunately).
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#7
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One other "weapon" that might be worth adding is a sap glove, the kind with powdered metal over the fingers and sometimes the whole back of the hand. They should probably be a bit of a weaker form of the brass knuckles - possibly +1 to STR and halve damage from hitting armor, but with a -1 penalty to DEX tasks instead of them being impossible.
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Writer at The Vespers War - World War I equipment for v2.2 |
#8
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We are now test playing a rules variant that makes Parrying a Skill-Based system. When you roll for a Parry, you record how far UNDER the needed target number you rolled (ie if you need a 12 and roll a 9, you are 3 under). This number is added to 1 (for a successful roll) to determine the number of DAMAGE DICE your parry deflected. So the roll above would deflect 4 DICE of Damage. Any remaining Damage will "pass through" the Defender's Parry and cause damage appropriately. This means that the more difficult to parry with weapons (like small knives) also won't stop as much damage as the larger (and easier to parry with) weapons.
Shields: Whether improvised or actual shields, the following categories describe game shields. Bucklers: This includes Bracers as well as small "improvised" parrying devices (like a huge beer stein). This device only protects the forearm during @Passive Warding (10 or less on an Arm hit). *Parry: Fairly Difficult (Skill X 0.75). Small Shields: This includes most Shields that can cover the Arm and ONE additional location (10 or less) when @Warding. Small shields include garbage can lids (ala Escape From New York). Parry: Average (Skill X 1). Medium Shields: This is the typically sized Greek or Medieval Shield which will @Ward the Arm and EITHER ONE Additional Location (19 or less) OR TWO Additional Locations (at 10 or less) in a fight. The choice to Ward One or Two locations is made by the Defender. Parry: Routine (Skill X1.5). Large Shields: This is typical of a Spartan Shield or a modern-day Riot Shield. It can @Passively Ward the Arm and ONE location totally (19 or less), and TWO additional locations partially (10 or less). Parry: Easy (Skill X 2). Very Large Shield: This is typical of a Mantlet, Roman Scutum, or a Large Riot Shield. It will @Passively Ward up to five locations. It will totally cover (19 or less) the Arm AND TWO Locations and partially cover an ADDITIONAL TWO Locations (10 or less). Parry: Easy (Skill X 2). @Passive Warding: This is when you simply hold a shield to cover a location WITHOUT actively parrying with that shield. The numbers listed in parentheses are the chance that the attack will hit the shield instead. *Fairly Difficult: This is a new Skill Difficulty Level that we have begun to use in our most recent games. As we constantly shift Difficulty Levels in response to modifiers during play (ie Target Movement, Lighting or any other modifier that will reduce the chance of success), we have more of them than the RAW Twilight2000 used. This brings our Skill Difficulty Ratings up to: Very Easy: (Skill X 3) Easy: (Skill X2) Routine: (Skill X 1.5) Average: (Skill x 1) Fairly Difficulty: (Skill X 0.75) Difficult: (Skill X 0.5) Formidable: (Skill X 0.25) Impossible: (Skill X 0.1) |
#9
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As I have stated before, I use a Skill System that is a TW2K13/V2.2 hybrid system. I use the TW2K13 QUALIFICATIONS system due to its elegance in expanding the Skill List without creating a huge "Skill Tree." For those who are unfamiliar with Qualifications, they are essentially a "Skill within a Skill." You buy them just like other Skills but they are limited by the "Parent Skill" that they originate from. For example, ALL Surgeons are Doctors BUT NOT ALL Doctors are Surgeons. Some other examples of Qualifications include:
-The Heavy Qualification (over 5-ton) of Wheeled Vehicle Driver. -The Rebreather Qualification of Scuba. -The Hacking Qualification of Computer Ops. -The Remote & Multi-Engine Qualifications of Pilot. -The EOD & Warhead Qualifications of Demolitions. I also have Qualifications for Hand-To-Hand Combat. Those Qualifications include Wrestling, Boxing, and Martial Arts. While some of the Qualifications do allow you to do more damage than HTH, I was thinking of adding in some Special Techniques like Blind Fighting, Instant Stand, Powerful Blow, or pain Compliancy Hold. These Special Techniques (of which I have compiled roughly a dozen general Techniques) would add a bit of variety to HTH Combat. My idea would be to allow a player to select ONE Special Technique for each Level of Skill in a Qualification above 0 (which is essentially "familiarization" of a Skill). That Special Technique would start at a Skill level 0 ("familiarization") and advance in Level as the Qualification advances. Thus a person with a Qualification of 4 in Boxing could have up to 4 Special Techniques with a Skill Level of 0 thru 3, depending on the order they were taken in. The fighter would use the Technique's Skill Level when attempting it and each different Qualification would have 3-5 (1D3+2) Techniques to choose from. This would allow you to emulate the Techniques of various Martial Arts such as Aikido, Boxing, Karate, and Judo. Has anyone else ever experimented with adding Special Maneuvers or Techniques to Twilight2000? |
#10
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