Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
More on martial arts in d20 Modern
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="takyris" data-source="post: 815790" data-attributes="member: 5171"><p>Hey, Vigilance: </p><p></p><p>As far as your classes go:</p><p></p><p></p><p></p><p>I sort of worry about "more well-rounded". I'll explain why below.</p><p></p><p></p><p></p><p></p><p>So let's see.</p><p></p><p>Better saves. Easier entry. One could argue that Concentration is a non-utilitarian price to pay, since it doesn't come up much in d20 Modern -- unless you added multiple feats that make use of Concentration checks.</p><p></p><p>What kind of worries me is that the Master has drawbacks and strengths that, right now, are kind of unclear. What's the rule mechanic for when a TKD Master can kick versus when he has to punch? Right now, there's an unarmed strike is whatever I flavor-text it to be, so why wouldn't I just ALWAYS kick?</p><p></p><p>If it's more limited, then great, but right now, you've taken the Martial Artist class, made it easier to get in, given them better saves, and given them a restriction that they would have taken anyway -- that is to say, someone who was playing a TKD Master would already be describing their stuff as kicks. Now they get bonuses for doing so.</p><p></p><p>Perhaps I don't understand how you'd differentiate between the different strikes. Maybe there's a limit on kicks, or they have to be positioned a certain way?</p><p></p><p></p><p></p><p>This could be great, or it could be overpowered, depending on what the Ki stuff looks like. On the one hand, I'm generally against Ki-user classes as separate from "normal" martial artists, because any good school eventually teaches its students about Ki and pressure point strikes. On the other hand, if this would work with multiclassing -- start out Martial Artist and then take Contemplative Artist at higher levels -- it could work well. That sort of turns it into a prestige class, though.</p><p></p><p>One other thing that I had noticed, and I really disagree. I get into this argument a lot, and I'm prepared to agree to disagree, but:</p><p></p><p>TKD should not equal Fast. They might BE fast, but TKD practitioners do not get their power from the d20 interpretation of Dexterity. They get their power from the d20 interpretation of Strength. TKD should come from Strong.</p><p></p><p>In d20, Strength is a combination of "raw power" and "coordination of large muscle movements".</p><p></p><p>Dexterity is "fine manipulation", "agility", "reflexes", and "hand-eye coordination for ranged purposes".</p><p></p><p>TKD practitioners are known for blocking strikes, not dodging out of the way. That takes away from the agility factor. They are known for doing impressive kicks and for hitting hard with them -- which is Strength, not Dexterity.</p><p></p><p>That's why we use Strength on attack rolls -- because it's only partly about how hard you hit. It's also about having the hand-eye coordination to swing it at the right place. If you're determining where the weapon goes with your shoulders, waist, or arms, it's Strength. Only if you're using your fingertips to determine where it goes does Dexterity enter the picture (ranged weapons, finesse).</p><p></p><p>Since you mentioned TKD as a Fast-based martial art, I had to bring that up. 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.</p><p></p><p>"Strong" Martial Arts</p><p></p><p>Karate</p><p>TKD</p><p>(anything)-Ryu</p><p></p><p>"Fast" Martial Arts -- Maybe</p><p></p><p>Capoeira</p><p>Some of the softer Kung-Fu styles</p><p>Aikido</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 815790, member: 5171"] Hey, Vigilance: As far as your classes go: I sort of worry about "more well-rounded". I'll explain why below. So let's see. Better saves. Easier entry. One could argue that Concentration is a non-utilitarian price to pay, since it doesn't come up much in d20 Modern -- unless you added multiple feats that make use of Concentration checks. What kind of worries me is that the Master has drawbacks and strengths that, right now, are kind of unclear. What's the rule mechanic for when a TKD Master can kick versus when he has to punch? Right now, there's an unarmed strike is whatever I flavor-text it to be, so why wouldn't I just ALWAYS kick? If it's more limited, then great, but right now, you've taken the Martial Artist class, made it easier to get in, given them better saves, and given them a restriction that they would have taken anyway -- that is to say, someone who was playing a TKD Master would already be describing their stuff as kicks. Now they get bonuses for doing so. Perhaps I don't understand how you'd differentiate between the different strikes. Maybe there's a limit on kicks, or they have to be positioned a certain way? This could be great, or it could be overpowered, depending on what the Ki stuff looks like. On the one hand, I'm generally against Ki-user classes as separate from "normal" martial artists, because any good school eventually teaches its students about Ki and pressure point strikes. On the other hand, if this would work with multiclassing -- start out Martial Artist and then take Contemplative Artist at higher levels -- it could work well. That sort of turns it into a prestige class, though. One other thing that I had noticed, and I really disagree. I get into this argument a lot, and I'm prepared to agree to disagree, but: TKD should not equal Fast. They might BE fast, but TKD practitioners do not get their power from the d20 interpretation of Dexterity. They get their power from the d20 interpretation of Strength. TKD should come from Strong. In d20, Strength is a combination of "raw power" and "coordination of large muscle movements". Dexterity is "fine manipulation", "agility", "reflexes", and "hand-eye coordination for ranged purposes". TKD practitioners are known for blocking strikes, not dodging out of the way. That takes away from the agility factor. They are known for doing impressive kicks and for hitting hard with them -- which is Strength, not Dexterity. That's why we use Strength on attack rolls -- because it's only partly about how hard you hit. It's also about having the hand-eye coordination to swing it at the right place. If you're determining where the weapon goes with your shoulders, waist, or arms, it's Strength. Only if you're using your fingertips to determine where it goes does Dexterity enter the picture (ranged weapons, finesse). Since you mentioned TKD as a Fast-based martial art, I had to bring that up. 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
More on martial arts in d20 Modern
Top