Brawl must encompass more than nonlethal attacks --- otherwise, why is it a prereq for Streetfighting? Why does my skill at the gentle art of the KO also make me twice as lethal in a knife fight?
I submit that Brawl is intended to encompass quick and dirty, no-frills fighting in general --- the sort of stuff that you could learn without a teacher, other than the mean streets themselves.
What I'm trying to work out here is the idea that a highly experienced brawler --- someone who has had a minimum of formal training but a great deal of practical experience --- can fare surprisingly well against a black belt who may have never been in a serious fight.
Tak, I'm sure that it's my lack of ninja training that is causing my confusion...
I look at words like "Brawl" and "Streetfighting" and assume that the designers did not choose them at random. I assume that the designers have a sufficient command of the English language and the d20 system such that the mechanics of the feat are reasonably closely related to the name of the feat.
Although in game terms it makes it easier to "do no permanent harm," Brawling involves hitting someone as hard as you can to produce unconsciousness. The brawler is not doing hit point damage, true --- that does not mean he is doing some sort of Vulcan nerve pinch.
The word "streetfighting" has the connotation of down-n-dirty, no-holds-barred, anything goes fighting.
I agree with you --- the extra die of damage probably relates to "pressure points" or sensitive areas. But we're talking about knee to the groin, thumb in the eye, knife in the windpipe. Lots of formal martial arts styles teach this stuff, true --- but a streetfighter has skipped all the kata and history and simply concentrated on a few dirty but effective techniques, and he's conditioned himself to stick a knife in another man's eye without flinching.
Again, I was not raised by Shaolin, so I may be wrong...but if these feats are supposed to be nothing more than "Nonlethal Combat", does it make any sense that they are bonus feats for Strong and Tough heroes?
Does "pressure point manipulation" require you to hit the pressure point as hard as you can?
takyris said:The reason that they called it "martial arts" and not "Aikido", "Boxing", "Capoiera", "Dragon Style Kung Fu", "Escrima", or any of the other letters of the alphabet, is because it was assumed that characters would be taking the feats that gave the closest approximation of the rules mechanics to let them add their own flavor text in.
You take CMA and Power Attack and call yourself a Karate expert.
You take CMA, DMA, and Elusive Target and call yourself a Capoiera expert.
You take CMA, Dodge, Brawl, Two-Weapon Fighting, and Agile Riposte, and you call yourself a boxer.
You take DMA, Combat Expertise, Improved Trip, and Improved Combat Throw and call yourself an Aikdo or Jujitsu expert.
I'm definitely looking forward to Vigilance's list of additional martial arts feats, but I would hate to see complexity added where complexity does not need to be added.
-Tacky
takyris said:
I'm definitely looking forward to Vigilance's list of additional martial arts feats, but I would hate to see complexity added where complexity does not need to be added.
Martial Artist
Cost: +3 BAB, CMA, DMA, Jump 3 Ranks
Benefit:
Best BAB
Living Weapon- makes the Martial Artist more well rounded than either the Martial Arts Master or the Contemplative Master.
d8 HD
Martial Arts Master:
Cost: +2 BAB, CMA, one Martial Arts Style feat, Concentration 3 Ranks
Benefit:
Medium BAB
Better BAB and Damage in area favored by Style than Martial Artist through Masteries- in other words, a TaeKwonDo Master will have better BAB and damage while kicking than a Martial Artist- but will not have as good a BAB or damage when punching
Two Good Saves (Fortitude and Reflexes)
D8 HD
Contemplative Master:
Cost: +2 BAB, CMA, one Martial Arts Style, Concentration 3 Ranks
Benefit:
Medium BAB
Better access to Ki and Pressure Points Masteries than any other class. Worse damage than either Martial Arts Master or Martial Artist.
Two Good Saves: (Reflexes and Will)
D6 HD
takyris said:Anything that uses a "hard" style absolutely positively has to be Strong. No exceptions. It can have Fast Hero practitioners, but that shouldn't be the norm.
"Strong" Martial Arts
Karate
TKD
(anything)-Ryu
"Fast" Martial Arts -- Maybe
Capoeira
Some of the softer Kung-Fu styles
Aikido
-Tacky

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.