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Martial Arts: What is the best system?

Started by Bedrockbrendan, September 19, 2011, 09:06:36 AM

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John Morrow

#15
I always found martial arts entertaining in the Hero System.  Not sure how realistic the rules are but there is a lot of flavor there and it's a lot of fun to play a martial artist in that game.  You can find an intro to the Hero System on this page if you aren't familiar with it.
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Rolemaster's Martial Arts Critical Hit tables are great fun.  RMSS + Martial Arts Companion isn't everybody's idea of fun though.
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valency

Quote from: Blackhand;480126Ninjas & Superspies is a great system, for the most part.  The Palladium combat system lends itself well to the "duck and thrust" of the art of fighting with all the different rolls.  

Actually, N&S is one of the worst. No attempts to balance types of attack, just use your most damaging attack every time (you're hitting him with /another/ reverse turning kick! What a surprise!)

Plus, it has enough inaccurate and distorted information on the styles included that it is guaranteed to infuriate a martial arts geek -- it's an indifferent mix of fiction and fact. For example, it claims that when used as a combat form, Tai Chi Chuan practitioners appear to be "moving in slow motion" with unhurried, precise movements. In fact, if used in anger, practitioners move at normal speed.

If I wanted to play a martial arts campaign, I'd use Feng Shui, or White Wolf's excellent and sadly out of print "Street Fighter" game, which urinates all over "Ninjas and Superspies".
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Cranewings

Quote from: valency;480645Actually, N&S is one of the worst. No attempts to balance types of attack, just use your most damaging attack every time (you're hitting him with /another/ reverse turning kick! What a surprise!)

Plus, it has enough inaccurate and distorted information on the styles included that it is guaranteed to infuriate a martial arts geek -- it's an indifferent mix of fiction and fact. For example, it claims that when used as a combat form, Tai Chi Chuan practitioners appear to be "moving in slow motion" with unhurried, precise movements. In fact, if used in anger, practitioners move at normal speed.

If I wanted to play a martial arts campaign, I'd use Feng Shui, or White Wolf's excellent and sadly out of print "Street Fighter" game, which urinates all over "Ninjas and Superspies".

Yeah, but most martial arts geeks are full of shit.

"Capoera people are so good at dodging they aren't hindered by fighting with their hands down."

"Snap kicks are for point fighting and don't hurt people."

"Sparing and or fighting isn't necessary to built reflexes so self defense martial arts actually work!"

"MMA is a great art for self defense because you become good at fighting, never mind that you never learn to make a fist or deal with people larger than yourself."

"All martial arts are equal! It is the user that makes them work!"

Martial arts geeks say some of the stupidest shit I have ever heard in my whole life. Them not liking a game about martial arts hardly knocks it down.

Bloody Stupid Johnson

The 'moves all do different damage' in Ninjas & Superspies is a bit of a problem but IIRC, Street Fighter still had a similar problem in that every move was bought as a different skill and had a separate number of dots, so that a character would be best at a couple of abilities he maxed out and would probably not bother with the others.

Other than that: Anyone know if Exalted has a martial art system that's any good?

Cranewings

Quote from: Bloody Stupid Johnson;480655The 'moves all do different damage' in Ninjas & Superspies is a bit of a problem but IIRC, Street Fighter still had a similar problem in that every move was bought as a different skill and had a separate number of dots, so that a character would be best at a couple of abilities he maxed out and would probably not bother with the others.

Other than that: Anyone know if Exalted has a martial art system that's any good?

It is awful. I mean, if you just relate that all fighting is martial arts then there are a couple of ways of talking about it. In game, all they have for Exalted called martial arts is snake style kung fu or some shit, which is about as martial artsy as playing Vampire and saying Potents or Obfuscate are martial arts.

RPGPundit

I've never cared very much about wanting a detailed martial arts system, but to my perspective N&S is pretty awesome.

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jibbajibba

#24
I reckon you could use that roundless combat system we mentioned on another thread and come up with a system that looked a bit like this

  • Hit points to absorb damage but underlying wound model
  • Hit locations
  • Differnt attacks take different durations so a spinning kick is slow but powerful with hit point absorbsion that make s a difference but handswords, punches and elbows are fast in a roundless system that doesn't mean I punch you then you get to kick me really hard it means I punch you 4 times (or whatever) then you get to see if you can land that kick or it might even interrupt that kick
  • Blocks and parries - you detail which location you are blocking and the target names the location they are attacking which adds tactics
  • Simple grapple, trip and throw rules
  • Styles work like a tree so hard soft, long range short range, grapple, punch, kicks etc
  • Styles gives you bonuses and disadvantages on certain attacks but also opens up 'specal' moves which I guess are like feats
  • A Chi source to power your special stuff but maybe like computer fight games you need to string in some other hits before you can trigger these powers (to avoid the use the most powerful thing every time)
  • Express levels as grades or some such each level you get points to spend in your style on different features
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Bedrockbrendan

Quote from: RPGPundit;480690I've never cared very much about wanting a detailed martial arts system, but to my perspective N&S is pretty awesome.

RPGPundit

Honestly I don't want something detailed either. All I want is something that captures the feel of a good martial arts film. I may have stated this earlier, but I think an overly detailed system would lose the coolness factor and disrupt immersion. Also, accuracy regarding particular styles isn't a big issue for me here either.

Bedrockbrendan

Quote from: jibbajibba;480696I reckon you could use that roundless combat system we mentioned on another thread and come up with a system that looked a bit like this

  • Hit points to absorb damage but underlying wound model
  • Hit locations
  • Differnt attacks take different durations so a spinning kick is slow but powerful with hit point absorbsion that make s a difference but handswords, punches and elbows are fast in a roundless system that doesn't mean I punch you then you get to kick me really hard it means I punch you 4 times (or whatever) then you get to see if you can land that kick or it might even interrupt that kick
  • Blocks and parries - you detail which location you are blocking and the target names the location they are attacking which adds tactics
  • Simple grapple, trip and throw rules
  • Styles work like a tree so hard soft, long range short range, grapple, punch, kicks etc
  • Styles gives you bonuses and disadvantages on certain attacks but also opens up 'specal' moves which I guess are like feats
  • A Chi source to power your special stuff but maybe like computer fight games you need to string in some other hits before you can trigger these powers (to avoid the use the most powerful thing every time)
  • Express levels as grades or some such each level you get points to spend in your style on different features

As long as these things could be handled in a simple enough way so the game played fast and smooth, then yes. Stuff like hit location can really bog down combat in my experience. But an intuitive and simple hit location system might work (one that doesn't require a body chart for example).

Blocks and parries; this might get a little paper/rock/scissors the way you describe it. I think I am more a fan of being able to invest more energy into offense or defense each round. That gets just enough of the feel of combat for me without getting too granular.

Attacks with different speeds; something like this might be fun depending on how it is executed. Unless it is somekind of shaolin super move, they should mostly be under one round and simply impact initiative or something. I am working on a mechanic for specific weapons, that could be used for specific moves, where you get an accuracy bonus or penalty, and that is countered by a damage bonus or penalty ( a bit like power attack but move specific).

Simple grapple rules are always better than complicated ones in my opinion. The only thing is, even though I don't want excessive realism, you probably want a place for grappling techniques and style in the game. But grappling is famous for being mechanically clunky when people try to make something complex.

Grades; while that is a though for a karate specific game. It might be hard to implement in a game that encompasses all styles (many without a belt or real grading system).

Style tree; maybe you could explain this a bit more. I am not sure I understand exactly what you mean by it.

Chi; I am all for Chi; I'd be hesitant to draw too much on video game approaches. But in this instance I think something like that might work (and he does reflect how things function in films a lot of the time). There are tons of ways you could approach chi. It might also be something you keep track of (like hit points---it could even be tied to hitpoints).

jibbajibba

Quote from: BedrockBrendan;480742As long as these things could be handled in a simple enough way so the game played fast and smooth, then yes. Stuff like hit location can really bog down combat in my experience. But an intuitive and simple hit location system might work (one that doesn't require a body chart for example).

Blocks and parries; this might get a little paper/rock/scissors the way you describe it. I think I am more a fan of being able to invest more energy into offense or defense each round. That gets just enough of the feel of combat for me without getting too granular.

Attacks with different speeds; something like this might be fun depending on how it is executed. Unless it is somekind of shaolin super move, they should mostly be under one round and simply impact initiative or something. I am working on a mechanic for specific weapons, that could be used for specific moves, where you get an accuracy bonus or penalty, and that is countered by a damage bonus or penalty ( a bit like power attack but move specific).

Simple grapple rules are always better than complicated ones in my opinion. The only thing is, even though I don't want excessive realism, you probably want a place for grappling techniques and style in the game. But grappling is famous for being mechanically clunky when people try to make something complex.

Grades; while that is a though for a karate specific game. It might be hard to implement in a game that encompasses all styles (many without a belt or real grading system).

Style tree; maybe you could explain this a bit more. I am not sure I understand exactly what you mean by it.

Chi; I am all for Chi; I'd be hesitant to draw too much on video game approaches. But in this instance I think something like that might work (and he does reflect how things function in films a lot of the time). There are tons of ways you could approach chi. It might also be something you keep track of (like hit points---it could even be tied to hitpoints).

Important point is I would eliminate combat rounds and have a rolling combat where different moves took varying durations.
So say a kick is a speed 4 move and a punch is a speed 2 move but a flying uber power kick is a 6 speed move. You could punch 3 times before the flying power kick would land. The idea here is to give another variable that styles can effect, to move away from 'just always use the most powerful attack', and to prevent the need for initiaitves checks each round as your actions and their overlap would determin when people got to strike. I think it sounds more complex then it is. Let me put it together and then take a look :)

I would use a hit location chart  but it would be on the character sheet and it would get a bit rock/sissors/stone which I don't mind as I think it adds the illusion of tactics but I can easily make it optional.
I am off on a trip to france for the weekend tomorrow and I will write up a system and post it back here next week. its a fun thing to do and I have a base sytems I am working on so this would just be colouring it up.

Grades I didn't mean in a belt sense but a PC level sense where as you gained levels you could pick up new martial arts training in a skills slot kind of a way. This way it could sit along side a system with non-martial artists who used their skill slots for thief skills, elctronics, compute hacking, magic, etc etc.

Spending hit points as Chi might be a good mechanic for keeping down the stuff to track. Effectively I would bin Hit points have Chi and as you were hit you could roll damage off your Chi (al a 1st edition V&V and the Power score). Chi would also be the engine to drive special attacks and that acts as a natural balance to the game.
I would add a way to gain Chi in battle maybe through critical hits.

Okay let me take that away and do it on my hols (actually I am pretty keen so I might do a draft tonight :) )
I will promise it doesn't forbid the inclusion of irredeemibly evil PCs :)
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Caesar Slaad

I liked N&S when it came out, but have to admit, there is a lot better out since then.

If D20 is in your playset, you should hunt up a copy of Blood & Fists.

For modern play, Spycraft 2.0 + World on Fire has some good rules, but some assembly is required; it doesn't present pre-formed styles like Blood & Fists.
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valency

Quote from: Bloody Stupid Johnson;480655The 'moves all do different damage' in Ninjas & Superspies is a bit of a problem but IIRC, Street Fighter still had a similar problem in that every move was bought as a different skill and had a separate number of dots, so that a character would be best at a couple of abilities he maxed out and would probably not bother with the others.

Not quite. It was seperate dots for different move categories, specifically punch, kick, block and grapple. A fighter could usually max out two of these categories, leaving him weak in two others. To further customise, a fighter collected a "hand" of invidual moves, which were customized for speed, damage and move, which he could play strategically. So it was still greatly superior to N&SS, which has no mechanism for creating variety in moves whatsoever.
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