Martial arts combat maneuvers

danskmacabre

Mongoose
I was thinking about this recently and was sure someone had written something for it already.
As it turned out it was Loz himself..
http://runeunderwater.blogspot.com/2011/04/martial-arts-combat-maneuvers-for.html

I'm gonna try this out in my Elric sessions, maybe something the Eshmirian Warrior priests might know.
It basically requires a combat style called "Martial arts". I do feel this should be different than the unarmed skill, which is simpler.
Also it probably should be an Advanced skill IMO, as it really is quite specialised.

Anyway, I thought I'd post it just in case other people were interested.
 
danskmacabre said:
I was thinking about this recently and was sure someone had written something for it already.
As it turned out it was Loz himself..
http://runeunderwater.blogspot.com/2011/04/martial-arts-combat-maneuvers-for.html
That s by Loz? I remember seeing it and thinking how poorly thought out and inconsistent with MRQ2 it was. Break Neck, for example - it says that it's difficult because you have to get a critical and hit the head - but either you have 2 CMs for the crit and use the other for Choose Location, or... That's it, because you have to pick a CM before rolling location. And Jump Kick is utterly pointless - why not just Choose Location?
 
PhilHibbs said:
danskmacabre said:
I was thinking about this recently and was sure someone had written something for it already.
As it turned out it was Loz himself..
http://runeunderwater.blogspot.com/2011/04/martial-arts-combat-maneuvers-for.html
That s by Loz? I remember seeing it and thinking how poorly thought out and inconsistent with MRQ2 it was. Break Neck, for example - it says that it's difficult because you have to get a critical and hit the head - but either you have 2 CMs for the crit and use the other for Choose Location, or... That's it, because you have to pick a CM before rolling location. And Jump Kick is utterly pointless - why not just Choose Location?

Pretty sure they're not by Loz. I think the author posted them here a while back. They got refined a bit but some of them still don't work all that well. Break neck for example requires a critical success and opponent to fail (or some sort of magical effect that allows choosing the head location without needing a CM).
 
I'm pretty sure it is.. I could be wrong though (I'm getting older and my memory isn't perfect! :D ) , I'm just working from memory (from a post on this forum in the past) and will stand corrected if it isn't.
 
Yes, they were mine, with some input from my group. No idea why anyone would think they were Loz's.

As noted, some of them were a bit crap. Break Neck, Slam Tackle, and Spin Kick aren't very good. Jump Kick works better with the "leap attack" addition, but it's still not great. Choke works well, and Throw was used to great effect when we playtested them. Overall, however, I don't think they worked.

I'm working on some rules for Martial Arts in the Kralorela region of Glorantha, but still have nothing really workable. One idea I had was that a Martial Arts skill would act like the Manipulation skill, allowing you to apply techniques to your unarmed combat style appropriate to your discipline, such as increased damage, magical or magically enhanced damage, or other skill enhancement (Martial Arts 70% gives +7 damage, for instance, or +4 armor piercing Precise Strike damage and +3 pts of magical Flaming Fist damage, or +4 damage and +30% to Athletics skill for Knockback resistance for an Earth magic style). The techniques would be learned like Spells, and could use MPs. Thoughts on this approach are welcome.

Wish I could contribute more here or on my blog. The OGL gives so much room for creativity. Real life is just too oppressive, I'm afraid.
 
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