08-31-2021, 11:16 AM | #1 |
Join Date: Jul 2015
|
Martial Arts Questions
I'm working on a campaign that is sort of The Running Man + The Hunger Games + Escape from New York, but will focus around the PCs being skilled unarmed/armed warrior and having to fight their way through a gauntlet of gangs and other foes to win their freedom.
In doing so, I'm digging really deeply into Martial Arts as I am going to use the different styles, techniques, and perks to differentiate the characters from one another. This deep dive has raised a few questions for me that the books don't sufficiently answer, or maybe that I just haven't look hard enough, so I'm asking the community for assistance. 1. Is there a reason why all of the various KICKING Techniques (Axe Kick, Back Kick, Jump Kick, etc.) default to Karate instead of Kicking? It gets REALLY pricey to improve more than one of those techniques, and seems like if you focus on getting better at "kicking", then all of your kicks should improve, not JUST your "front snap" or whatever the KICKING technique covers. 2. Choke Holds. So Tracheal Chokes inflict crushing damage to the neck AND suffocation (FP loss), but what about Blood Chokes? I know they are used predominately to induce FP loss, not Injury, but do they still cause MoV damage? The write-up in Martial Arts isn't super clear...and you can read it like the MoV in the QC causes immediate FP damage, and maintaining the choke causes 1 FP/sec after that, but I'm not sure that is correct. 3. The text for Ear Clap mentions that it is generally more effective if you clap both ears rather than 1, but based on the text, it seems like all that does make the victim Deaf for 2d seconds. I get how debilitating that can be in a multi-threat combat environment, but mechanically it just doesn't seem impactful at all for the IMMEDIATE fight...certainly not worth compromising your ability to Defend (AoA Double) or drastically reducing your accuracy because of Rapid Strike penalties. Am I missing something? 4. The Drop Kick test is a little ambiguous in how it is resolved. It's clear that it requires a Move and Attack and at least 1 yard of movement. It's clear that the damage the Attacker rolls is Slam Cr dmg +2. What's not clear is if the attacker takes damage too like in a Slam (seems odd for that maneuver to cause damage to the attacker). And if a hit results in only one damage roll, does that mean the defender automatically has to roll DX or fall prone? Since 1 is more than double 0, is it an automatic knock down if the defender suffers 1 or more points of damage? |
08-31-2021, 12:23 PM | #2 | |
Join Date: Aug 2007
|
Re: Martial Arts Questions
Quote:
As a general rule you shouldn't be even trying to raise multiple Tecniques. It's not points efficient for any of them after the first. You buy up the core skill instead. Exceptions to this rule are for cases where a Technique offers a unique capability rather than another option out of many similar ones.
__________________
Fred Brackin |
|
08-31-2021, 12:27 PM | #3 | ||
Join Date: Jul 2007
Location: One Mile Up
|
Re: Martial Arts Questions
Quote:
Quote:
|
||
08-31-2021, 01:01 PM | #4 | |
Join Date: Apr 2005
|
Re: Martial Arts Questions
Quote:
The quick and dirty solution might be to allow some of the simpler kicking techniques to default to Brawling skill, which would suit the campaign better than Karate. |
|
08-31-2021, 01:26 PM | #5 | |
Join Date: Aug 2004
|
Re: Martial Arts Questions
Quote:
|
|
08-31-2021, 02:01 PM | #6 | ||
Join Date: Jul 2015
|
Re: Martial Arts Questions
Quote:
Quote:
I totally understand points efficiency, but I am pregenerating a pool of characters for this campaign and I'm aiming more for "variety of combat options" thank ultra points efficiency. Investing in Techniques will help differentiate the characters from one another and give them some guidelines on what they should be doing in a fight. I'm also trying to cap base skill at 16 or less to keep the characters in a more realistic range of skill capabilities. Sure, Skill at DX+7 is way more efficient than skill at DX+2 and 20 points of techniques, but that just doesn't work for this campaign. Plus the latter serves the additional purposes of keeping defenses, DA capability, and Rapid Strike accuracy down, which is what I need. Hopefully that clears up my approach some. |
||
08-31-2021, 04:20 PM | #7 | |
Join Date: Jul 2007
Location: One Mile Up
|
Re: Martial Arts Questions
Quote:
|
|
08-31-2021, 10:53 PM | #8 | |
Join Date: Aug 2007
|
Re: Martial Arts Questions
Quote:
You asked if there was a reason and I told you that the PTB probably didin't like the way it worked out in 3e. Then I made a general remark about accepted theory of martial arts builds. It sounds as if it won't matter how the points add up so buy up as many Techniques as you want..
__________________
Fred Brackin |
|
09-01-2021, 08:11 AM | #9 |
Join Date: Jul 2007
Location: One Mile Up
|
Re: Martial Arts Questions
Additional suggestion: If points are no object, you might consider Martial Arts Style Wildcard Skills. Introduced somewhere in 4e MA (no time to dig up the page reference right now, sorry), these function as all of the Skills and Techniques of a given Style at their full level, allowing your intended 16 cap as well as a range of Techniques also at 16 that can be different for each PC just by varying their Styles.
|
09-01-2021, 10:00 AM | #10 | |
Join Date: Jul 2015
|
Re: Martial Arts Questions
Quote:
Your insights about how in worked in 3rd edition were enlightening and appreciated. I suppose what I was seeking in response to #1 was some insight into the design reason for not having the advanced kicking techniques default to kicking instead of Karate. Gold & Apple Inc said that it's a design rule in 4E that techniques cannot default to techniques, which I get, but I am curious WHY, especially since that didn't seem to be the case in 3E. |
|
Tags |
martial arts |
|
|