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#1
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Thanks Targ, I'll keep you informed. At the end of the day I can't complain too much, when I dinged the knee back in '91 the doctor told me I'd be on sticks permanently within 15 years. 18 years on its not great, but I'm not a raspberry yet!
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Chuck Norris can kill two stones with one bird. |
#2
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#3
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How'd that MRI turn out anyway Tigger?
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#4
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Let me ignore butt crack problems (some of them mine) and get back to the topic:
I don't think there's much that can be done with grappling and melee within the framework of the rules. Probably, because ability scores are in percentiles instead of a d20 system, more could be simulated in v1 than in v2/2.2. But in v2.2, pretty much a karate expert and a kung fu expert both simply have high hand-to-hand scores. OK, I changed my mind. I'll bet there are some of you who have already come up with a system that allows variations in martial arts.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#5
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Paul, ignoring your problem won't make it go away. Stand up and take ownership, we all support you.
In spirit anyway, there's no way I'm going anywhere near your butt! ![]()
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#6
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#7
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A quick and dirty stab at a system. Characters taking unarmed combat skill have the OPTION to take a combat form that modifies their effective skill. E.G.
Boxing: +2 punching +1 grappling -2 kicking Judo/Jui Jitsiu: +2 grappling -1 kicking Karate: +1 kicking +1 punching -1grappling Generally the character should end up +1 better off but reduced in at least 1 area. Not sure how to handle characters who take more than one martial art, maybe making each a cascade skill? It's simple and takes very little messing around with the rules. Hopefully just enough chrome without much book-keeping. |
#8
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@ James:
I think, this is an interesting way to go. Maybe I'll try this in my group. The thing, that I think is really not that good in the T2k rules (I'm playing Ver2.2!), is the damage. I think, the damage should be increased, but I'm uncertain. Maybe: Every punch, etc makes 1d6 damage, the "Unarmed Combat Damage" is a bonus. I'm to lazy, to go for my rules right now, but IIRC, the damage of a punch or a kick (Not a leaping kick!) is the same. If that's true, the damage of a kick should be higher than the damage of a punch. Hm ...
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I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#9
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And the average 9mm pistol does 1D6 also... Doesn't that make a punch somewhat overpowered?
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#10
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Maybe we should also figure the armed melee combat into a similar system. Thoughts from everyone before I start work? |
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