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Good, Simple System for Kung-Fu.
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<blockquote data-quote="Galloglaich" data-source="post: 4625766" data-attributes="member: 77019"><p>If you wanted to do Martial Arts in 3.5 a bit more realistic the <strong>Martial Pool</strong> mechanic from the codex is solid and real simple. Instead of the usual RPG "I swing / you swing" dynamic it feels a bit more like the natural ebb and flow of a of real fight, so your players can use tactical options intuitively whether they know anything about Martial Arts or not. </p><p> </p><p>The Martial Pool mechanic is open source, there is a thread on it in the General Rules Discussion section, but in a nutshell the basic concept is what is called a roll many / keep one system. You give players up to 4 dice, they can allocate each die to an individual attack or an active defense, or they can combine multiple dice (up to all four) for a single attack or defensive die-roll. A natural 1 on an attack or a natural 20 on active defense generates an automatic counterattack, a tie-roll means you hit the other guys weapon if he has one. And if you run out of dice you still have a static passive defense number to fall back on.</p><p> </p><p>If you have special MA or combat Feats that work circumstancially you just change them to grant an extra 'free dice' instead of +4 to this or -2 to that. Thats pretty much it.</p><p> </p><p>It's very fast-paced and easy to implement, and makes combat much more cinematic. A natural for any MA based combat IMO.</p><p> </p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4625766, member: 77019"] If you wanted to do Martial Arts in 3.5 a bit more realistic the [B]Martial Pool[/B] mechanic from the codex is solid and real simple. Instead of the usual RPG "I swing / you swing" dynamic it feels a bit more like the natural ebb and flow of a of real fight, so your players can use tactical options intuitively whether they know anything about Martial Arts or not. The Martial Pool mechanic is open source, there is a thread on it in the General Rules Discussion section, but in a nutshell the basic concept is what is called a roll many / keep one system. You give players up to 4 dice, they can allocate each die to an individual attack or an active defense, or they can combine multiple dice (up to all four) for a single attack or defensive die-roll. A natural 1 on an attack or a natural 20 on active defense generates an automatic counterattack, a tie-roll means you hit the other guys weapon if he has one. And if you run out of dice you still have a static passive defense number to fall back on. If you have special MA or combat Feats that work circumstancially you just change them to grant an extra 'free dice' instead of +4 to this or -2 to that. Thats pretty much it. It's very fast-paced and easy to implement, and makes combat much more cinematic. A natural for any MA based combat IMO. G. [/QUOTE]
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