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Fighting Styles system...
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<blockquote data-quote="RigaMortus2" data-source="post: 3329013" data-attributes="member: 11586"><p>Anyone familiar with Palladium’s “Ninja’s & Superspies” RPG?</p><p></p><p>Well, I've been trying for awhile now (on my own) to come up with a similar system for d20. My hopes were to develop specific “fighting styles” each with individual attacks (kicks, punches, head butts, holds, etc.).</p><p></p><p>One of my goals was to make it easy to integrate into D&D.</p><p></p><p>The first thing I wanted to do is have each style have its own BAB, which (if you chose to apply this to a D&D character) would supersede a specific class’ BAB. Another thought I had along with this was to have “stances” (not like ToB) which puts you into a “fighting style mode”. When in this mode, you use that style’s BAB. When not in that mode, you use your class’ BAB.</p><p></p><p>Common problems I keep running into…</p><p></p><p>These are primarily hand-to-hand styles, so what happens if I want to use a ranged weapon? What happens if I want to use a melee weapon other than an unarmed attack (you can’t very well “punch” or “kick” with a sword).</p><p></p><p>So then I was thinking on expanding this, so we have melee weapon styles for specific weapons. As well as ranged weapon styles for bows, crossbows, slings and even conventional weapons like a hand gun or laser rifle.</p><p></p><p>But I don’t want to have 10,000 different styles, one for each weapon out there…</p><p></p><p>So that is my main dilemma. I think the first draft should be to “keep it simple stupid” and purely concentrate on just hand-to-hand (unarmed attacks).</p><p></p><p>The second thing is that at each “fighting style” level I want to add different attacks. Kinda similar to ToB maneuvers, but a little more specific and not the same mechanic.</p><p></p><p>Anyone have any thoughts on this? I’ve been using Boxing and Wrestling as a test template. Using the parameters above, how would you set up a Boxing fighting style, where it has its own BAB (that increases from level 1 to 20), and has it’s own attacks each level, each with its own unique effects (damage, stunning, dazing, knocking prone, knocking unconscious, penalties to AC or to hit, etc.)</p></blockquote><p></p>
[QUOTE="RigaMortus2, post: 3329013, member: 11586"] Anyone familiar with Palladium’s “Ninja’s & Superspies” RPG? Well, I've been trying for awhile now (on my own) to come up with a similar system for d20. My hopes were to develop specific “fighting styles” each with individual attacks (kicks, punches, head butts, holds, etc.). One of my goals was to make it easy to integrate into D&D. The first thing I wanted to do is have each style have its own BAB, which (if you chose to apply this to a D&D character) would supersede a specific class’ BAB. Another thought I had along with this was to have “stances” (not like ToB) which puts you into a “fighting style mode”. When in this mode, you use that style’s BAB. When not in that mode, you use your class’ BAB. Common problems I keep running into… These are primarily hand-to-hand styles, so what happens if I want to use a ranged weapon? What happens if I want to use a melee weapon other than an unarmed attack (you can’t very well “punch” or “kick” with a sword). So then I was thinking on expanding this, so we have melee weapon styles for specific weapons. As well as ranged weapon styles for bows, crossbows, slings and even conventional weapons like a hand gun or laser rifle. But I don’t want to have 10,000 different styles, one for each weapon out there… So that is my main dilemma. I think the first draft should be to “keep it simple stupid” and purely concentrate on just hand-to-hand (unarmed attacks). The second thing is that at each “fighting style” level I want to add different attacks. Kinda similar to ToB maneuvers, but a little more specific and not the same mechanic. Anyone have any thoughts on this? I’ve been using Boxing and Wrestling as a test template. Using the parameters above, how would you set up a Boxing fighting style, where it has its own BAB (that increases from level 1 to 20), and has it’s own attacks each level, each with its own unique effects (damage, stunning, dazing, knocking prone, knocking unconscious, penalties to AC or to hit, etc.) [/QUOTE]
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