Results 1 to 8 of 8

Thread: Melee combat + Martial arts

  1. #1
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217

    Melee combat + Martial arts

    I'm not pleased, how martial arts and is handled in the CODA system.
    Martial arts are represented as edges that can be taken during advancement (see Starfleet operation manual). It's a nice system but it has its problems, certainly in a great universe like star trek. What I mean is that there are a million possible martial arts out there. And each of these martial arts are based on the use of the following basic combat Maneuvers: Attack, Block, Disarm, Feint, Grab, and Trip. So instead of constructing millions of edges covering all martial arts of every possible species, they should expand the combat rules (See below) and create a universal Martial Arts system based on the skill, and that has only 1 possible edge: Black belt (See next post). Tell me what you think of it.

    Punch/Kick:
    Success = 1D3 + Str mod.
    Extra-ordinary success = +2 on your unarmed damage

    Block/Parry:
    Success = You have blocked the weapon.
    Extra-ordinary success = You get an extra free action directly after the block at a action cost of 0 and no multiple action penalty. This action can be used for the following maneuvers: Attack, Disarm, Grab, Nerve Pinch (-5 mod), Trip.
    Unarmed vs. Armed:
    Success = You have blocked the weapon but you suffer the weapons minimum
    damage (1 on all D6 + Str mod).
    Extra-ordinary success = Extra free action (see above) + you suffer no weapon
    damage.
    Armed vs. Unarmed:
    Success = You have blocked the unarmed attack + the attacker suffer your
    weapons minimum damage (1 on all D6 + Str mod).
    Extra-ordinary success = Extra free action (see above) + the attacker suffer
    your weapon damage.

    Disarm:
    This attack action allows a character to disarm a foe, making his weapon fall to the ground. The character makes an Unarmed or Armed Combat skill test to hit the target. If this attack succeeds the character and the target must make opposed skill check (Armed vs. Armed or Unarmed vs. Armed) at an action cost of 0and no multiple action penalty. The character gets a –2 penalty when unarmed and the person with the largest weapon gets a +2 bonus on the opposed skill test. If the target fails the opposed skill test then his weapon falls to the ground 1D6 squares in a random direction (roll 1D8 to determine the direction).
    Extra Ordinary Success = The character determines where the weapon falls.
    Disastrious Failure = If you are unarmed then you suffer the target’s weapon minimum damage (1 on all D6 + Str mod). If you are armed then your weapon falls on the ground 1D6 squares in a random direction.

    Feint:
    You can mislead an opponent so that he can’t dodge your attack effectively. The character makes an Unarmed or Armed Combat skill test to hit the target. If this attack succeeds the target must make an Observe (Sense Motive) check (TN Attacker Unarmed or Armed skill test result) or may not dodge or block (parry) the next attack.
    Extra Ordinary Success = You get a +2 bonus on your next Unarmed or Armed Combat skill test to hit the target.
    Disastrious Failure = You may not doge or block (parry) the targets fist attack against you.

    Grab:
    This attack action allows a character to get a hold on the enemy. He makes an unarmed combat skill test to hit the target. If he succeeds, he grabs the target, who now suffers a +5 TN modifier to any action other than trying to break free. The Narrator may rule that certain actions are impossible instead. The attacker keeps hold of the target until he releases the target or breaks free. To break free the grabbed character must use 1 action to win an opposed Strength test against the attacker (the opposed Str test is a free action for the attacker).
    Extra-ordinary success = The character immediately gets one free attack action at an action cost of 0 and no multiple action penalty.
    Disastrious Failure = The target may grab you as a free action

    While the attacker has hold on the target, he may do any of the following as an attack action with a cost of 1, with making the appropriate checks.

    -Injure Opponent: The attacker makes an Unarmed Combat Skill Test to hit the
    Target. If he succeeds, then the target suffers 1D3+2 + Str modifier damage.
    This attack by passes Armor DR.
    Extra-ordinary success = +2 on your Unarmed strike damage
    Disastrious Failure = You loose the Grapple

    -Attack with one small weapon: The attacker makes an Armed Combat Skill Test
    to hit the Target. If he succeeds, then the target suffers the Weapons damage.
    Extra-ordinary success = Weapons max damage
    Disastrious Failure = You loose the Grapple

    -Pin: The attacker makes an Unarmed Combat Skill Test to hit the Target. If he
    succeeds, then the attacker is pinned. A character pinning a target gets a +3 to
    the opposed Str test when the target tries to break free. The target may be
    kept silent at the attackers option, and the character gets ½ cover from his
    target, and if the attack misses him because of the cover bonus
    the pinned character is hit instead. The following Grab options become
    available once the opponent is pinned: Strangle, and Human Shield.
    Extra-ordinary success = If the opponent tries to free himself, you may choose
    to cause him damage. The damage is equal to his escape roll in damage.
    Disastrious Failure = You loose the Grapple

    -Unarmed Throw: The attacker makes an Unarmed Combat Skill Test to hit the
    Target. If you succeed, you throw your opponent to the ground in your square.
    You are not grappling him but the impact of the ground deals your unarmed
    Grapple damage and suffers the penalties for being prone until he gets up.
    Extra-ordinary success = You do not loose the grapple.
    Disastrious Failure = You loose the Grapple

    -Disarm: The attacker makes an Unarmed Combat Skill Test to hit the Target. If
    he succeeds, then the target is disarmed and his weapon falls to the ground
    where the character whishes it.
    Extra Ordinary Success: You hold the weapon or you choose where it lands.
    Disastrious Failure = You loose the Grapple

    -Guide Targets Weapon: You use the targets weapon to attack other targets.
    You must have an Extra Ordinary Success on your block attempt to use this
    option. The attacker makes an Unarmed Combat Skill Test to hit the pinned
    Target. If he succeeds hem may use that result as his attack roll against an
    other target with the grappling opponents weapon. The target must be in a
    treated space of your grappling opponent.
    Extra Ordinary Success: Weapons Max damage
    Disastrious Failure = You loose the Grapple

    -Human Shield: You use your target as shield. You use your opponent to parry
    an incoming attack. The attacker makes an Unarmed Combat Skill Test to hit
    the pinned Target. If he succeeds hem may use that result as his parry result.
    Extra Ordinary Success: The target suffers max damage from the weapon, or
    gets +2 damage if it was an unarmed attack.
    Disastrious Failure = You loose the Grapple

    -Strangle: The attacker makes an Unarmed Combat Skill Test to hit the pinned
    Target. If he succeeds the target must make Stamina check (TN your Strength)
    or start drowning (But he makes check at ½ the time because he is not
    prepared). This Grapple action must be repeated every round if the character
    wants to target to make more saves (until he is dead).
    Extra Ordinary Success: Character gets a +3 TN on his save to resist the
    strangle.
    Disastrious Failure = You loose the Grapple

    Trip:
    This attack action allows a character to trip or unbalance a foe, making his opponent fall to the ground. The character makes an Unarmed (or Armed) Combat skill test to hit the target. If this attack succeeds the target must make a Gymnastics (Balance) check (TN Attacker Unarmed or Armed skill test result) or fall prone to the ground, taking no damage but suffers the penalties for being prone until he gets up. Getting up requires one action.
    Extra Ordinary Success = The target also suffers the unarmed damage (1D3 damage + Str mod.) or the weapons damage.
    Disastrious Failure = The attacking character falls to the ground, and suffers the appropriate penalties (see above)
    Special: You gain an Affinity bonus from your MA if it the Trip combat maneuver bonus.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  2. #2
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217
    Martial Arts Skill (Example of names: Judo, Mok'bara, ...):
    Creation of style: When a new MA is created, the creator gets get 2 points witch he divide between the basic combat Maneuvers (Attack, Block, Disarm, Feint, Grab, and Trip), for a maximum of +2 on the same maneuver. The creator gets 1 extra point for every Maneuver he eliminates from his style (Block may not be eliminated, and the style must have at least one attack form punch/kick or grab). These points are bonuses the character gets when using the specific Maneuver.
    Advancing In the style: At level 3, 6, 9, and 12 the character must select a Maneuver that his style knows and he gets a +1 when he executes that Maneuver. Further, the character must take the Black belt edge (prerequisites: Martial Arts skill rank of 3) every times you want to raise your MA skill by 3 ranks (see prerequisites) (so when you reach 12th level you must have taken it at least 4 times).
    Example: The character wants to create a Style called Pa-chi-ko (alien MA). He decides that it is a defensive style and it has no Grab Maneuver. So he divides his 3 points (basic 2 points + 1 extra point for the eliminated grab Maneuver) the following way: +2 Block, and +1 Disarm.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  3. #3
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217
    Black Belt Edge (not completely finished):
    You are a true master in your Martial Arts Style.
    Prerequisites: MA skill 3 ranks
    Benefit: When you gain this edge choose one of the following benefits.

    Anatomical Awareness: You use your anatomical knowledge to strike vulnerable areas in combat.
    Benefit: You get a +1 on your damage for every 5 ranks you have in First Aid or Medicine (or a combination of both). If you also have a specialization in a specific species then you get an extra +1 damage (counts only one times, either for the First Aid or Medicine skill)

    Blind Fighting: You know how to fight opponents when you are unable to see your targets.
    Benefit: Every time you are attacked or want to attack make a free Observe Skill test (TN 15 or opposed if he character uses stealth), if successful the character has its normal defense and you do not suffer a +5 TN on your attacks (or blocks) against your attacker.
    Normal: If you are blinded you suffer a +5 TN on all your action involving sight. Your Defense gets a -5 penalty, and you not add your Agility modifier to your defense.
    Special: The NR may penalize the character if there is a lot of background noise.

    Close Combat Fighting: You stay close and in contact with your target so that he has trouble hitting you.
    Benefit: The character makes an Unarmed (or Armed) Combat skill test to hit the target. You are bound to your target if this attack succeeds and he gets a penalty equal to your Agility modifier on all his action against you.
    Special: This may also be used while grabbing. And this ability may be chosen 2 times, one time for unarmed combat, and one time for armed combat.

    Disciplined Defense: You have learned to turn your awareness of self and surroundings into defense.
    Benefit: You may add you perception modifier to your defense (Dodge, Block, and Parry).

    Disciplined Blow: You have learned to turn your awareness of self and surroundings into attack.
    Benefit: You may add you perception modifier to your armed or unarmed skill checks.

    Flurry: You are quick in combat.
    Benefit: Choose one weapon or Unarmed Attack, the first additional action after your basic allotment is at -2 instead at -5 when using the choose weapon (or unarmed combat).
    Special: You may choose this option multiple times each time is applies to a new weapon (or Unarmed Attack if you didn’t chose it already)

    Improved Block: You are good at blocking incoming attacks.
    Success: You get an extra free action directly after the block at a action cost of 0 and no multiple action penalty. This action can be used for the following Maneuvers: Armed Attack, Disarm, Grab, Nerve Pinch (-5 mod), Punch/Kick, and Trip. (The MA styles must know the Maneuver, to be used in this way = see Martial Arts Skill: Creation of Style)
    Unarmed vs Armed Success: Extra free action (see above) + you suffer
    no weapon damage.
    Armed vs Unarmed: Extra free action (see above) + the attacker suffer
    your weapon damage.
    New Extra-Ordinary Success: You get a +2 bonus when you execute the extra free Maneuver.

    Improved Disarm: Your disarms are impressive.
    Success: The character determines where the weapon falls.
    New Extra-Ordinary Success: You are in possession of the weapon.

    Improved Feint: You are very tricky in combat.
    Success: +2 bonus on your next attack roll to hit the target
    New Extra-Ordinary Success: +2 bonus on your attack roll to hit the target

    Improved Grab: You grabs are very dangerous.
    Success: The character immediately gets one free attack action at an action cost of 0 and no multiple action penalty.
    New Extra-Ordinary Success: You get a gets a +2 to the opposed Str. test when the target tries to break free.

    Improved Nerve Pinch: You are good at using your Nerve Pinch in combat.
    Benefit: You only suffer a -2 penalty when using your Nerve Pinch in combat.

    Improved Trip: You Trip attempts are incredible accurate.
    Success: The target also suffers the unarmed damage (1D3 damage + Str mod.) or the weapons damage.
    New Extra-Ordinary Success: +3 to resist the trip.
    Special: You may choose this benefit multiple times, each time it applies to a new weapon. You can use your weapon in a grab if your MA has the Grab action available.

    Improved Unarmed Strike: Your Unarmed Attacks are very deadly.
    Success: When choosing this benefit select one Unarmed Attack Form (Grapple or Unarmed Strike), you get +2 damage on your selected Unarmed Attack Form.
    New Extra-Ordinary Success: +2 on your unarmed damage

    Improved Weapon Damage: Your armed attacks are very deadly.
    Success: When choosing this benefit select one weapon, you get +2 damage on your selected Weapon.
    New Extra-Ordinary Success: +2 damage on your selected Weapon.
    Special: You may choose this benefit multiple times, each time it applies to a new weapon. You can use your weapon in a grab if your MA has the Grab action available.

    Living Weapon: You have integrated a weapon in your unarmed martial arts.
    Benefit: When choosing this benefit select one weapon, you can use your Unarmed MA skill when using that weapon.
    Special: You may choose this benefit multiple times, each time it applies to a new weapon. You can use your weapon in a grab if your MA has the Grab action available.

    Stunning Strike: Your unarmed attacks are so accurately placed at vulnerable areas of the body that they can stun your opponent.
    Benefit: A successful attack forces a target to make a Stamina reaction test (TN 9) or be stunned for your Str modifier +1 rounds.
    Extra-Ordinary Success: TN 12 to resist the Stunning strike.

    Special: This edge may be taken multiple times, but every time it is selected a new option must be chosen. It can and must (or you cannot advance further in the MA skill) be taken at levels 3, 6, 9, and 12. After 12 ranks the character may take as much as he wants.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  4. #4
    Join Date
    Dec 2000
    Location
    Stockholm, Sweden
    Posts
    1,134
    A suggestion is to add a basic maneuver to move away/duck/step aside. Gives the possibility of a boxer with a dancing style, Aikido and so on. An advance for could give the option to counter while side stepping.

    Another thing that might be of use is the let the player have to chose if the character has been training for competition or "combat." As an example, a judo lock is effective but tend to lock up the both. A non-competition lock would keep the one doing the lock standing or kneeling, and having the option to release the lock in an instant (very useful if the guy, that is being locked down, have friends).

    For the fist-wielder, choosing non-competitive could give a better area awareness and the skill to better position oneself in a fight involving several participants. A ring does after all mostly contain only one opponent, some sort of obvious border so you know how far you can back up, and no debris to trip over.

  5. #5
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820
    Martial Arts in CODA are also reflected with the Key Traits. These are abilities that can be purchased that reflect a partcular style's special manenuvers. The only problems is that Key Traits were introduced in the STARFLEET OPERATIONS MANUAL rather than in the PLAYERS or NARRATORS book. If you don't pick up book 3, you'd never know they exisited.

  6. #6
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217
    Tonyg Wrote:
    Martial Arts in CODA are also reflected with the Key Traits. These are abilities that can be purchased that reflect a partcular style's special manenuvers. The only problems is that Key Traits were introduced in the STARFLEET OPERATIONS MANUAL rather than in the PLAYERS or NARRATORS book. If you don't pick up book 3, you'd never know they exisited
    I have all the books of the Coda line. It was infact the Operation manual that got me thinking. The martial arts represented in that book are not bad, but I needed a system to create new martial arts styles. I needed it because the universe is a big place so the posibilities of other martial arts styles is endlless, and the Coda line promisses to bring out new books with new martial arts styles but they don't deliver. So I started analysing all of the manuevers presented in the operation manual and using other rpg products (mostelly D20), and created a system so that every body can create a new martial arts style.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  7. #7
    Join Date
    Aug 2002
    Location
    Denederwindeke in Belgium
    Posts
    217
    Cpt Lundgren Wrote:

    A suggestion is to add a basic maneuver to move away/duck/step aside. Gives the possibility of a boxer with a dancing style, Aikido and so on. An advance for could give the option to counter while side stepping.
    This is considered a Dodge. I'm working on an Improved Dodge option in the Black belt Edge, thanks for mentioning it.

    Another thing that might be of use is the let the player have to chose if the character has been training for competition or "combat." As an example, a judo lock is effective but tend to lock up the both. A non-competition lock would keep the one doing the lock standing or kneeling, and having the option to release the lock in an instant (very useful if the guy, that is being locked down, have friends).
    I think it can be done by making some sort of competition rules, like in Judo or Wresteling (Example: opponent is won if he holds the target on the ground for a nr of rounds, or make some sort of point system). In my game you can also do subdual damage.
    Subdual damage is like normal damage ecxept it heals a lot faster.
    Healing rate = 1 subdual wound point per min

    For the fist-wielder, choosing non-competitive could give a better area awareness and the skill to better position oneself in a fight involving several participants. A ring does after all mostly contain only one opponent, some sort of obvious border so you know how far you can back up, and no debris to trip over.
    In my game every body after the first attacker get a +1 bonus to hit you (1ste +0, 2nd +1, 3th +2,....), and I use flanking rules of the D&D D20 Unearthed Arcana (altered to work with Coda Rules). In my game combat is not a joke it is deadly.
    Ardet Nec Consumitur' / Burns but doesn't decay / Brandt maar vergaat niet.

  8. #8
    Join Date
    Aug 1999
    Location
    Worcester, MA USA
    Posts
    1,820
    Quote Originally Posted by IKI
    Tonyg Wrote:


    I have all the books of the Coda line. It was infact the Operation manual that got me thinking. The martial arts represented in that book are not bad, but I needed a system to create new martial arts styles. I needed it because the universe is a big place so the posibilities of other martial arts styles is endlless, and the Coda line promisses to bring out new books with new martial arts styles but they don't deliver. So I started analysing all of the manuevers presented in the operation manual and using other rpg products (mostelly D20), and created a system so that every body can create a new martial arts style.

    The martial arts system used in the SOM is really just a reworking on the system used in LUG/ICON. That system was inspired by/based upon the martial arts system presented in HERO system. Not suprising considering Steve Long's involvement with both systems. In some ways the CODA version is closer to the HERO version that the ICON version.

    HERO's Ultimate Martial Artist (or the older Ninja Hero) book makes a good sourcebook for designing martial arts styles for CODA.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •