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Martial Arts Rules |
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Introduction These unarmed combat rules were designed to provide more options, more realism and above all, more fun when using unarmed combat. In the AD&D 2nd Edition there were two primary options (that I know of), those for punching and wrestling provided in the PHB and those additional rules for the martial artist provided in the CFH. martial arts. The PHB system was rather arbitrary and not a lot of fun, not very realistic (ever try to get out of a wrestling hold? - its more luck than anything else) but relatively easy to use. The CFH did add some realism, but the rules were scattered, cumbersome and still not a lot a fun. Something had to be done. I went back towards the martial arts rules from the 1st Edition Oriental Adventures, which had always inspired me as far as martial arts go, and I used some of the ideas there to form the basis for a new comprehensive system of unarmed combat rules - and here it is.Definitions I speak of martial arts and martial artists throughout this document. For simplicitys sake I consider all moves and skills described in this document as martial arts and anyone who practices these unarmed combat techniques a martial artist. I have concentrated myself primarily on the combat related aspects of martial arts, so special skills often associated with oriental martial artists such as meditation, blind fighting or special use of weapons are not included here. Martial Arts Proficiency The basis for learning unarmed combat techniques or martial arts is the weapon proficiency system. There are separate wrestling, punching or martial arts specialisations, but each character has their own range of special skills. When a character spends a weapon proficiency slot on martial arts he receives 5 discretionairy points. These points can be used to pick certain skills. Each martial arts skill has a certain point cost associated with it. Some skills are free, such as Punching and Breaking Free, indicating that even non-skilled characters can use these moves. In addition to these 5 discretionary points per weapon proficiency slot, a martial artist also receives 1 such point per experience level he possesses. Although characters can spend as many weapon proficiency slots as they like on martial arts skills, the DM can rule that an appropriate teacher has to be found in order to learn certain skills. Martial Arts Specialisation Characters may also specialize in skills after they have learned the basics (see martial arts proficiency above). To specialize in a certain skill, that martial artist has to pay 1 additional discretionairy point. Such a specialisation gives the martial artist +1 on to hit and damage rolls when using that particular skill, -1 on initiative with that skill (if applicable) and a -1 to opponent's saves versus that skill (if applicable) and -1 to an opponents roll to escape or break wrestling locks. A martial artist can spent a maximum of three additional points for a level 3 specialisation, giving +3 to hit, damage etc. The Skills The basic unit of the unarmed combat system is the martial arts
skill. Where Oriental Adventures differentiated between a generic style and a number of
special maneuvres, this system consist of the special maneuvres only; the martial arts
skills. Further down I have provided a partial list of basic martial arts skills. Each
skill has a number of separate headings: skill points, prerequisites, difficulty, ability,
initiative modifier and base damage. I will describe the meaning of each heading below. Creating Your Own Skills I have designed this system so as to give players room to design their own martial arts maneuvers. One possibility for this is to use combination skills (this will be explained below). Another option is designing your own skill in a manner similar to researching spells. If for example, a player likes his character to make attacks with his elbows or knees, or he likes to master a special tail lock to be used against the local lizard men, he can create his own description and give this to his DM for approval. The DM can rule a that a special training period is required for the character to perfect this new skill, usually from 1-4 weeks, similar to spell research. Damage 75% of the damage incurred from unarmed combat is temporary. This
is an important rule to remember. For each 4 points of damage caused by unarmed combat
only 1 point is permanent. The other 3 points will wear off at a rate of 1 hp per 5 rounds
(as per CFH). This also explains while a Circle Kick seems to inflict the same amount of
damage as a blow with a warhammer (1d4+1), this is not entirely true; three-quarters of
the Circle Kicks damage is only temporary. One thing remains the same, however; if
you get below 1 hit point, regardless wether this comes from temporary or permanent
damage, you go unconscious. Most players feel not much of a different when their character
is goes down from normal or from temporary damage - the character is usually out of action
and helpless for the rest of the combat. Game balance dictates that unarmed combat damage
should be kept relatively low - or else nobody would use weapons. Only the real masters of
unarmed combat could expect to do better than an armed character. Note that in long
combats the characters may begin to recover temporary damage while still fighting. Making Multiple Attacks Similar to a weapon specialist, a martial artists can execute multiple attacks per melee round, especially as his experience level rises. This rule supersedes the two attacks per round rule of the CFH. The number of attacks or skills that can be employed within a single melee round are given below:
Note that succesfully making multiple wrestling attacks in a single round is senseless, once you have got a hold or lock, you stop making more attacks. This means that you can still make multiple attempts per round to achieve a lock, but once you have one, your remaining attacks are forfeited. This does not count if the martial artist decides not to let go of the hold. Each attack sequence, the martial artist has the option of holding or releasing his opponent. Each time the martial artists decides to hold the lock, damage is inflicted. Compensating for the fact that you cannot make multiple attacks with wrestling is the fact that you can continue holding locks for multiple rounds without rolling to hit and that the damage these holds inflict cumulates from round to round. Holding Wrestling Locks One note about wrestling locks and holds. It is assumed that the martial artist uses his whole body to hold a certain lock. So it is not possible to take someone into an arm lock and then kick him. A martial artist can try to move from one lock to another with a +1 bonus to his skill roll. Any damage greater than the level of the martial artist causes him to break his hold. So a 6th level character must receive 7 or more points of damage to cause him to break his hold. See the damage heading for a description of how damage cumulates. Anyone can break a lock by applying the Break Lock skill, which is a 'free' skill. More experienced martial artists can use the Escape Lock skill. For each attack or action beyond the attack in which the hold is established, apply an additional -1 to the opponents skill score (strength or THAC0) when determining if a hold is broken. Forfeiting Attacks Some situations may arise where a character's attack becomes useless. For example; a character has declared a Punch but loses initiative and is taken into an Double Arm Lock before he can execute it or a character is subject to a Great Throw while he wanted to Kick his opponent. In such cases the attack (or action) is lost. A similar situation arises when two opponents both declare a maneuvre that includes the Blocking skill. Both lose their action as both continue to wait for the other to make the first move - which never happens. Arms & Legs Somtimes an arm or leg may get locked into place or incapacitated during martial arts combat. Kicking skills generally use the legs, vital area and punching skills use the hands and arms. All other skills tend to use the whole body. All skills have a description which body parts they use, if some or all of these body parts are disabled in some manner than the skill cannot be executed. When a leg is disabled in some manner (incapacitated, held, etc.) that person's movements rate is halved, and he is unable to run, leap and perform similar feats. Additionally he receives a -2 penalty to hit if fighting with weapons. Fighting Prone Standard modifiers apply when a martial artist decides to fight while prone: he is -4 on AC and +1 on intitiative. Standing up costs 1 attack (or action) unless the the martial artist has the Instant Stand skill. The initiative modifier for standing up is the same as for attacking with natural weapons according to creature size (table 56 PHB): 0 for Tiny; +3 for Small and Medium; +6 for Large; +9 for Huge and +12 for Gargantuan Creatures. If a character declares that he is standing up as action then no penalties for fighting prone apply. Standing up is always succesful. Wearing Armor The standard rules for wearing armor while using martial arts skills apply - wearing heavier armor brings additional penalties to the skill check. They are reproduced here for easy reference:
Combination Skills As mentioned before, some skills are relatively useless unless
combined with other skills. These are called combination skills. Combination skills are
another way to create additional martial arts maneuvres. Combination skills are maneuvres
based on the joining of two separate skills. For example: if the martial artist wants to
block an opponents attack and simultaneously grab the attacking appendage (arm, leg) and
apply a lock. In this case he wants to combine the Block skill with the Arm Lock or Leg
Lock skill. He is allowed to do this, but must practice this skill first before executing
it, i.e. he has to spend skill points to acquire this combination skill. A combination
skill always cost 1 discretionary skill point to learn. You may also specialize in
combination skills, but can never raise the level of a combination skill above the level
of the skills that you have combined. Combination skills must be logical, one cannot
combine a Great Throw and a Leg Lock or a Circle Kick and a Flurry.
To find the final difficulty of the combination skill, just add the separate difficulty
levels of the composite skills. A Blocking Arm Lock, for example, combines two easy
skills, which results in a skill of average difficulty (1+1 = 2). An Incapacitating Circle
Kick combines a two skills of average difficulty (the Circle Kick and the Incapacitating
Touch) resulting in a combination skill of formidable difficulty (2 + 2 = 4). Not that the
Feint skill, if combined with another skill, does not result in an increase in difficulty. View the List of Combination Skills Sample Martial Artists Some pregenerated martial artist are provided to illustrate the unarmed combat system. |