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D&D, but with Fantasy Martial Arts

Started by FaerieGodfather, February 11, 2015, 05:16:23 PM

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King Truffle IV

Quote from: FaerieGodfather;815526Can you learn cross-class moves?
After 3rd level, yes.  At that point, there's no such thing as "class moves" per se; you're free to design your  own style, but might be constrained by low relevant ability scores.

Omega

Also possibly have a look at "A Wanderer's Romance" This is a free RPG with some interesting elements to it. Still reading through as time allows.

A pretty odd combat structure for the setting though. But what looks to be a versatile martial arts system.

Bedrockbrendan

Quote from: FaerieGodfather;815524I'd probably appreciate a copy, but can you tell me about it first?

It is a wuxia and martial arts fantasy setting that uses our Sertorius rules (but you only need the Wandering Heroes of Ogre Gate book to run it). Uses dice pools and is skill based. But the martial arts system uses individual techniques that you purchase. All characters have a Qi ranking, which increases as they defeat more powerful enemies, and this increases their access to techniques as well as the power of their techniques. We are still working on the ritual magic system so you can have folk sorcerers.

The setting is loosely based on Song Dynasty china but it is a fantasy world. Inspired mainly by shaw brothers wuxia, mythic martial arts movies, 90s wuxia movies and wuxia television series (but also takes inspiration from some of the more recent films from mainland china). So everything from Come Drink With Me, to Chinese Odyssey, to the Condor Heroes series.

FaerieGodfather

Quote from: BedrockBrendan;815487Happy to send an early version of Wandering Heroes of Ogre Gate to anyone who would find the rules helpful (everything is still in word doc form though).

Just looked over your other thread, and the game sounds fascinating.
Viktyr C Gehrig
FaerieGodfather\'s RPG Site (Now with Forums!)

Bedrockbrendan

Quote from: FaerieGodfather;815685Just looked over your other thread, and the game sounds fascinating.

PM me your email and I will send you the manuscript with character sheet.

Saladman

From the thread title I immediately thought of Mad Monks of Kwantoom, but actually it doesn't fit all your bullet points.  (Basically it's OSR D&D, but everyone's a monk of some kind.)

Can anyone tell me how Flying Swordsmen shakes out in play?  I skimmed the rules with an eye to an OA-style game, and I liked a lot of what I saw, but the list of feats ("maneuvers") made my eyes glaze over.

Telarus

Quote from: FaerieGodfather;815284What I'm looking for:
  • Zero to hero. Preferably with a level system.
  • Splats. Classes at least, preferably races and martial arts styles.
  • Martial arts baked in to the core rules.
  • Fantasy martial arts, like ki attacks and shit. And jumping. Lots of jumping.
  • Tactical combat based on positioning and move selection. Preferably grid-optional.
Basically, I'm looking for something like a cross between D&D and Fight! that can handle settings ranging from vanilla fantasy to modern urban fantasy to Spelljammer.

Earthdawn fits most if not all of these. The new 4th Edition Player's Guide should be available in a few weeks @ fasagames.com.
(token disclaimer: I've done concept art for Fasa, but have not worked on the new Earthdawn yet.)

The only point of your's I'd say is a fudge is 'martial arts'. The Earthdawn flexible advancement system, and the tightly themed Disciplines (Warriors get Air Dance for wire-fu, and Waterfall Slam to knockdown, Thieves get telekinetic lock-picks, etc) deliver the same feel as wandering martial artists with individual schools/styles. You can easily spice this up with martial-arts genre-specific description while playing. I've totally played a wandering Illusionist NPC as a monk from the east who could throw chi bolts and set his fist aflame (along with the other weird Illusionists tricks).

Also, while there is a 'hero point' mechanic (a pool of d6's you can spend on tests), this is directly tied to the metaphysics of the game, and each class has a 'Karma Ritual' they must perform each day to refresh that pool. This mirror's the design philosophy of "game mechinc terms are also game-world terms", so you can talk about you, your friends, or your opponent's Discipline (class) or Circle (level) in-character. There are high Circle Wizard spells designed to mess with other people's Karma pools, much like high Circle Swordmasters can cut spells out of astral space, etc.

Here's a good description of the system:
Quote from: [email]MWeeks@rpg.net[/email]The original premise for Earthdawn involved taking the classic tropes of D&D (dungeons full of traps, horrible monsters roaming the landscape, lost civilization, etc.) and putting them in a world in which they make sense. From this is a setting where the world survived a magical apocalypse from entities from beyond reality called Horrors by hiding in magical bunkers. Parallels can be drawn between Horrors and the mythos, though a key difference is they are deeply interested in what mortals are up to because they feed on their fear and pain. The magical bunkers were laden with traps and many were breached, leaving them full of monsters, treasure, and traps which were designed to continuously operate for centuries. Some of the bunkers still haven't opened as the populace thinks the apocalypse is still ongoing.

The heroes, called adepts, all possess magical powers related to their particular specialization which helps them. For example, archers use magic to become incredibly accurate and perform superhuman tasks with a bow, while warriors use the elements to empower their fighting abilities. All of the mechanical concepts exist within the setting - so you could describe your discipline (class) and circle (level) to another adept and they would know what you are talking about. One of the big selling points is how magical items are handled. Each can grow with a character, though to do so the character must learn the history of the item and continue to bind it to themselves. This allows for powerful items to be introduced relatively early and have the character grow into it, or have minor items grow with the character as they expand the powers of the item.

If there are any particular questions about Earthdawn, in particular 4E, let me know and I would be more than happy to help.

Here is a more in-depth look at the system:
http://forum.rpg.net/showthread.php?747432-Sell-me-on-anything&p=18687825#post18687825