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How to Get Wuxia Flavour?
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<blockquote data-quote="jollyninja" data-source="post: 1930063" data-attributes="member: 3208"><p>there was a game called dragonfist written by i believe chris pramas for Wotc in 1999 that was released as a pdf on the wotc site. as it turns out, it now belongs to green ronin publishing. it's rules were about half way between 2e and 3e with this being the precursor to the current feat system. i couldn't find it on the GR site if it's there. if you can get a hold of a copy, it's notes were brilliant on ways to achieve the feel i think you are looking for. </p><p></p><p>as someone currently running a game themed similarly here is my advice. stick to all human, the lack of night vision makes your life really easy as far as setting up encounters goes. being able to legitimately strike from 50' away with a blowgun in the dark is invaluable for the assassins who will undoubtedly plague the group. after all, a wuxia game can only have three villian types, the honorable warrior who fights you because his personal honor and yours demand that you determine who is better, the remorseless and honorless killer who has killed someone you care about, and the gender bending in some manner spellcaster with a secret adgenda they wish to push. at least these are the staples, if you can find a way to work them together into a group, you have the perfect villians for your entire campaign. gangs that get premoted to bodyguards of corrupt officials, then sieze power themselves and finally plot to kill the royal family of the kingdom, staying slightly more powerful then the group until a final showdown of course, are great.</p><p></p><p>also i would lower the tumble dc's by 5, give everyone unlimited by height and speed jumping and lower the dc's by 5. award hefty xp rewards for playing up the wuxia style when describing their combat actions and trying things worthy of the genre ie. proposing a duel in which the combatants are not allowed to touch the ground but must in stead stand on a series of posts. i would also use action points as detailed in ebberron and d20 future or allow the void use feat from rokugan. other classes i would force my players to look at are the swashbuckler from the complete warrior (light armored warriors with panache, ringswords in stead of rapiers, ect...) and the unfettered from monte cook's arcana unearthed (same style) if you can get acces to a copy.</p><p></p><p>what i did in stead of making everyone gestalt with monk is get rid of the attacks of opportunity for unarmed strikes, trip attacks, disarms, sunders and make it clear that heavy armor was not going to be an option. with that said a straigh up wuxia campaign was not entirely what i was going for. mine is currently a great deal more japanese oriented then chinese. most wuxia heroes are swordsmen, not unarmed fighters, so giving the ability to flurry with any weapon in which you are proficient (if everyone can do it, you are not breaking anything) makes chosing a fighter as your second class not stupid. i would also run the flurry attacks at the rate of the character's base attack bonus. ie, when a monk is listed to have base attack bonus X, his flurry is Y/Y, so when the gestalted fighter/monk's base attack is equal to X, his flurry should also be Y/Y. otherwise all your fighter, or ranger/monk has over the mage/monk is weapon selection and in the case of a fighter, hd. i'll take the fireballs please. i would not do this in any campaign other then the one you are about to run but in yours i would.</p><p></p><p>well i seem to have given you more then my 2 cents</p></blockquote><p></p>
[QUOTE="jollyninja, post: 1930063, member: 3208"] there was a game called dragonfist written by i believe chris pramas for Wotc in 1999 that was released as a pdf on the wotc site. as it turns out, it now belongs to green ronin publishing. it's rules were about half way between 2e and 3e with this being the precursor to the current feat system. i couldn't find it on the GR site if it's there. if you can get a hold of a copy, it's notes were brilliant on ways to achieve the feel i think you are looking for. as someone currently running a game themed similarly here is my advice. stick to all human, the lack of night vision makes your life really easy as far as setting up encounters goes. being able to legitimately strike from 50' away with a blowgun in the dark is invaluable for the assassins who will undoubtedly plague the group. after all, a wuxia game can only have three villian types, the honorable warrior who fights you because his personal honor and yours demand that you determine who is better, the remorseless and honorless killer who has killed someone you care about, and the gender bending in some manner spellcaster with a secret adgenda they wish to push. at least these are the staples, if you can find a way to work them together into a group, you have the perfect villians for your entire campaign. gangs that get premoted to bodyguards of corrupt officials, then sieze power themselves and finally plot to kill the royal family of the kingdom, staying slightly more powerful then the group until a final showdown of course, are great. also i would lower the tumble dc's by 5, give everyone unlimited by height and speed jumping and lower the dc's by 5. award hefty xp rewards for playing up the wuxia style when describing their combat actions and trying things worthy of the genre ie. proposing a duel in which the combatants are not allowed to touch the ground but must in stead stand on a series of posts. i would also use action points as detailed in ebberron and d20 future or allow the void use feat from rokugan. other classes i would force my players to look at are the swashbuckler from the complete warrior (light armored warriors with panache, ringswords in stead of rapiers, ect...) and the unfettered from monte cook's arcana unearthed (same style) if you can get acces to a copy. what i did in stead of making everyone gestalt with monk is get rid of the attacks of opportunity for unarmed strikes, trip attacks, disarms, sunders and make it clear that heavy armor was not going to be an option. with that said a straigh up wuxia campaign was not entirely what i was going for. mine is currently a great deal more japanese oriented then chinese. most wuxia heroes are swordsmen, not unarmed fighters, so giving the ability to flurry with any weapon in which you are proficient (if everyone can do it, you are not breaking anything) makes chosing a fighter as your second class not stupid. i would also run the flurry attacks at the rate of the character's base attack bonus. ie, when a monk is listed to have base attack bonus X, his flurry is Y/Y, so when the gestalted fighter/monk's base attack is equal to X, his flurry should also be Y/Y. otherwise all your fighter, or ranger/monk has over the mage/monk is weapon selection and in the case of a fighter, hd. i'll take the fireballs please. i would not do this in any campaign other then the one you are about to run but in yours i would. well i seem to have given you more then my 2 cents [/QUOTE]
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