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<blockquote data-quote="jerichothebard" data-source="post: 815366" data-attributes="member: 4705"><p>Very well said... although something I would like to see is a list of 'martial arts' schools (from Aikido through Big George's School of Boxing through Felix and Jonathan's School of Swashbuckling and on into Kendo and everything else) that tells you <em>what</em> feats and skills are available <em>where</em>. - So that, if you are interested in picking up a specific ability, you know where to go, and if you are in a specific school, you know what you can get.</p><p></p><p>for example (drawing off a style I have studied but just throwing this together on my lunch break):</p><p><strong>Aikido</strong> </p><p>Feats:</p><p>Defensive Martial Arts</p><p>Combat Expertise</p><p>Combat Reflexes</p><p>Elusive Target</p><p>Improved Trip</p><p>Improved Combat Throw</p><p>Dodge</p><p>Probably a couple grappling feats that I don't know the names of offhand (there are several in the Martial Arts Mayhem experiments from Game Mech, which are OGL).</p><p>maybe some of vigilant's Ki feats.</p><p></p><p>Weapon Proficiency: Staff, Knife, Sword, Club (special: Defensive Only (?))</p><p></p><p>Skills:</p><p>Concentration</p><p>Healing</p><p>Knowledge: Zen</p><p>etc.</p><p></p><p> (and I know that it could be somewhat controversial; in fact Rich Redman has been very hesitant about the idea of including real-world Martial arts into Martial Arts Mayhem because of the possible huge amounts of negative feedback it could cause.)</p><p></p><p>I would also like to see a martial arts advanced class that, instead of laying out the specifics of potential character advancement with specific abilities, just lays the groundwork for taking special martial arts abilities/feats - a specialized fighter-type, with the school providing your list of bonus feats and class skills. Maybe make two or three, a hard and a soft and a middle ground, and the different classes give some special abilities and some bonus feats. </p><p></p><p>Allow the martial artist to do crossovers between styles, but only within their hard/soft/middle classification... so an aikidoka could take a feat from the Judo list, without penalty (LOTS of crossover there, I say from experience) but not from Kyokushanki (sp?) Karate.</p><p></p><p>I think a little complexity added in is ok, if it is a) balanced with the other advanced classes, and b) in the name of allowing players and DM's to customize their character to fit their vision.</p><p></p><p>remember the golden rule of RPG design, though - if you have written something, and you can't think of a reason anyone wouldn't want to take it, it is probably too good.</p><p></p><p></p><p>Thoughts?</p><p></p><p>jericho</p></blockquote><p></p>
[QUOTE="jerichothebard, post: 815366, member: 4705"] Very well said... although something I would like to see is a list of 'martial arts' schools (from Aikido through Big George's School of Boxing through Felix and Jonathan's School of Swashbuckling and on into Kendo and everything else) that tells you [I]what[/I] feats and skills are available [I]where[/I]. - So that, if you are interested in picking up a specific ability, you know where to go, and if you are in a specific school, you know what you can get. for example (drawing off a style I have studied but just throwing this together on my lunch break): [B]Aikido[/B] Feats: Defensive Martial Arts Combat Expertise Combat Reflexes Elusive Target Improved Trip Improved Combat Throw Dodge Probably a couple grappling feats that I don't know the names of offhand (there are several in the Martial Arts Mayhem experiments from Game Mech, which are OGL). maybe some of vigilant's Ki feats. Weapon Proficiency: Staff, Knife, Sword, Club (special: Defensive Only (?)) Skills: Concentration Healing Knowledge: Zen etc. (and I know that it could be somewhat controversial; in fact Rich Redman has been very hesitant about the idea of including real-world Martial arts into Martial Arts Mayhem because of the possible huge amounts of negative feedback it could cause.) I would also like to see a martial arts advanced class that, instead of laying out the specifics of potential character advancement with specific abilities, just lays the groundwork for taking special martial arts abilities/feats - a specialized fighter-type, with the school providing your list of bonus feats and class skills. Maybe make two or three, a hard and a soft and a middle ground, and the different classes give some special abilities and some bonus feats. Allow the martial artist to do crossovers between styles, but only within their hard/soft/middle classification... so an aikidoka could take a feat from the Judo list, without penalty (LOTS of crossover there, I say from experience) but not from Kyokushanki (sp?) Karate. I think a little complexity added in is ok, if it is a) balanced with the other advanced classes, and b) in the name of allowing players and DM's to customize their character to fit their vision. remember the golden rule of RPG design, though - if you have written something, and you can't think of a reason anyone wouldn't want to take it, it is probably too good. Thoughts? jericho [/QUOTE]
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