combat style combinations

mwsasser

Mongoose
In the core rulebook several combination combat skills like Axe & Shield are listed under cultural backgrounds & professions. There isn't a listed chart anywhere in the book where these combination skills are listed. Is there a second publication somewhere that defines these?

Further confusing is the fact that Axe can be a completely separate skill and differentiated from Shield skill. Whats up with that?
 
It's largely down to the GM.

You can allow things as specific as 'Shield and spear' as a combat style (which still allows you to use a spear without a shield) or you could go as far as they do in Pavis Rises and simply have a combat style appropriate to the character that covers several weapons and missile weapons under one 'military order' skill chance (e.g. 'Uncle Bob's Combat School' 75%, covers spear and shield, broadsword and shield, dagger and shortbow).

Personally I split thing up a little more but still allow some overlap with various sword types etc. I prefer to just play it by ear based on what my players are looking for in their fighting styles.

There is an article in S&P about combat styles that's worth a read:
Cutting Edge...…....................................S&P 77 (Page 42 )
 
Well I guess making it up as the GM decrees makes sense. I just wish they'd have said something like that in the game book. Thanks for your answers guys.
 
I've been looking at implementing Schools of Martial arts for a Kralori game I'm running, I quite like the idea of incorporating weaknesses against others who know your school techniques. Something along the lines of schools in 7th sea. Each school has a weakness that can be exploited by others who know the school.
I had been allowing members of a school a bonus combat maneuver on a successful hit against others of the same school, but it doesn't quite work for multiple schools.
Does any one have any other ideas?
 
Exubae said:
I've been looking at implementing Schools of Martial arts for a Kralori game I'm running, I quite like the idea of incorporating weaknesses against others who know your school techniques. Something along the lines of schools in 7th sea. Each school has a weakness that can be exploited by others who know the school.
I had been allowing members of a school a bonus combat maneuver on a successful hit against others of the same school, but it doesn't quite work for multiple schools.
Does any one have any other ideas?
That seems pretty severe, an extra CM realy packs a bunch. Why not make a "weakness" Combat Manouvre for each school that others that know the school can use in certain situations.
For example if a certain school specialises in flying kicks, opponents who know the weakness gain access to CM that stops them dead flat in the air (a defense CM usable agaisnt a flying kick attack) or something.

The downside is of course that you need to make one or several weakness CMs for each school.

- Dan
 
In my game I have developed an advanced "Martial Arts" skill. The skill works similarly to the old RQ III mechanic (roll under both the skill and the unarmed skill and your unarmed attack does double damage). In addition, based on percentage of skill there are new CMs available to unarmed attacks. There is a Sweep (trip), pressure point strike (stun location- usually only available to critical unarmed strikes in my game), I have a "throw" mechanic, a "Push" kick or punch (Bash), etc. I found this to be a simple, compact solution that makes the Martial arts skill both beneficial and fun. I don't have any school on school / style on style mechanics, but I think negative mods are the way to go.

Just remember: Monkey kills the Snake (referencing the Kung-Fu classic "Monkey in the Snakes Shadow." I may be remembering it wrong, but I think that's the one where a young Jackie Chan does a hilarious "Hissing Cat style". Really funny, but otherwise a good Kung-Fu flick.)
 
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