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<blockquote data-quote="NekoAli" data-source="post: 1057168" data-attributes="member: 12665"><p>Very very nice. Keep us appraised of what you're doing. Possibly put up the rules somewhere as an option, I'd love to swipe, errr borrow the ideas for my own martial arts campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I'm a big fan of wuxia films myself, and I do like a lot of the ideas you've presented. Making defense an opposed roll will keep people on their toes a bit more I think. And it shouldn't slow things down during the game, just announce who's attacking whom and let both declare stances/techniques being used, then roll at the same time. It might even add more excitement to every attack, because there's a much greater chance of people getting lucky.</p><p></p><p>I'm surprised I never thought of including stances into the game before. It would be very easy to do, and it is so 'in character' for the genre to have to go an learn a certain stance or technique to defeat a rival. Kudos on that especially.</p><p></p><p>For empowering techniques, I would keep it to one round per turn duration for all of them. Unlike 'fire and forget' spells, channeling Ki into amazing feats should be very draining and dramatic, done right before/in the middle of a fight. Not the high level warrior waking up, scratching himself, then 'buffing out' for the rest of the day.</p><p></p><p>And finally, have you looked at the Psionics Handbook for some ideas? I was intending to use that for Ki powered characters in my game. Remove psionic combat, change the name psionic to Ki and you're good to go. A lot of the feats especially are well suited to wuxia characters.</p></blockquote><p></p>
[QUOTE="NekoAli, post: 1057168, member: 12665"] Very very nice. Keep us appraised of what you're doing. Possibly put up the rules somewhere as an option, I'd love to swipe, errr borrow the ideas for my own martial arts campaign. ;) I'm a big fan of wuxia films myself, and I do like a lot of the ideas you've presented. Making defense an opposed roll will keep people on their toes a bit more I think. And it shouldn't slow things down during the game, just announce who's attacking whom and let both declare stances/techniques being used, then roll at the same time. It might even add more excitement to every attack, because there's a much greater chance of people getting lucky. I'm surprised I never thought of including stances into the game before. It would be very easy to do, and it is so 'in character' for the genre to have to go an learn a certain stance or technique to defeat a rival. Kudos on that especially. For empowering techniques, I would keep it to one round per turn duration for all of them. Unlike 'fire and forget' spells, channeling Ki into amazing feats should be very draining and dramatic, done right before/in the middle of a fight. Not the high level warrior waking up, scratching himself, then 'buffing out' for the rest of the day. And finally, have you looked at the Psionics Handbook for some ideas? I was intending to use that for Ki powered characters in my game. Remove psionic combat, change the name psionic to Ki and you're good to go. A lot of the feats especially are well suited to wuxia characters. [/QUOTE]
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