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<blockquote data-quote="Jester David" data-source="post: 6852485" data-attributes="member: 37579"><p>Then why do you TELL me what it does then instead of dancing around and mocking me for not being able to read your mind. </p><p></p><p>You're positing an impossible situation. </p><p>There is <em>never</em> going to be a time at a game table where a player wants to do a martial arts move and doesn't know what it does, and can't describe it in rough terms. If they don't know what it does, there's no way they'd try to use their action or an attack to do it in combat. </p><p></p><p>I only resorted to Google because you're not sitting three feet away from me and can't immediately respond when I say "sounds cool, what does it do?"</p><p></p><p></p><p>1. Combat in D&D is an abstraction. There's just one weapon move: attack. There's not a separate moves like front swing, back swing, overhand chop, etc. There could be but there isn't.</p><p></p><p>2. A martial artist can know an infinite amount of moves. They can always practice and learn a new technique. But characters cannot and are limited by class feature options and feats. Feats have to be generic to any possible class, while class features are specialized with limited overlap. There's not something that works equally well for both monks and fighters. </p><p></p><p>3. Fighters, monks and the like are not overweight gamers or common people. There's no reason they couldn't try untrained. Or if a particular move is super specialized, the DM can rule only the monk can make the attempt, or the attack is done with disadvantage, or both. If the player wants to do the move, it can be assumed the character <em>has</em> practiced. </p><p></p><p>4. There's a limited amount of design space for martial arts without making them identical or the bonuses irrelevant: damage, move , stun, impose disadvantage, grant advantage, reduce movement, grapple, knock prone, and maybe a couple others. Any martial art move can be reduced to some combination of those. And since the vast, vast majority of 60+ types of kicks just hurt people and bypass certain defenses, they don't really need to exist in the game unless adding a complex counter or block system. As mentioned above, it's super easy to adjudicate that on the fly. </p><p></p><p></p><p>There could certainly be a brand new "Style Fighting" option that allows classes to learn new fighting techniques granting very minor bonuses and different moves. If that's something you want, there's the DMsGuild for that very purpose. But it's not likely to be balanced giving some classes a boost. </p><p>But it will be slower, since it will be adding a wealth of at-will options to every martial character, in addition to the stuff they can already do at-will. So it's not something I'd add to my game. And I prefer the freedom of assuming my player's characters are competent and skilled fighters who are able to do incredible things rather than limiting their options to a finite list.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6852485, member: 37579"] Then why do you TELL me what it does then instead of dancing around and mocking me for not being able to read your mind. You're positing an impossible situation. There is [I]never[/I] going to be a time at a game table where a player wants to do a martial arts move and doesn't know what it does, and can't describe it in rough terms. If they don't know what it does, there's no way they'd try to use their action or an attack to do it in combat. I only resorted to Google because you're not sitting three feet away from me and can't immediately respond when I say "sounds cool, what does it do?" 1. Combat in D&D is an abstraction. There's just one weapon move: attack. There's not a separate moves like front swing, back swing, overhand chop, etc. There could be but there isn't. 2. A martial artist can know an infinite amount of moves. They can always practice and learn a new technique. But characters cannot and are limited by class feature options and feats. Feats have to be generic to any possible class, while class features are specialized with limited overlap. There's not something that works equally well for both monks and fighters. 3. Fighters, monks and the like are not overweight gamers or common people. There's no reason they couldn't try untrained. Or if a particular move is super specialized, the DM can rule only the monk can make the attempt, or the attack is done with disadvantage, or both. If the player wants to do the move, it can be assumed the character [I]has[/I] practiced. 4. There's a limited amount of design space for martial arts without making them identical or the bonuses irrelevant: damage, move , stun, impose disadvantage, grant advantage, reduce movement, grapple, knock prone, and maybe a couple others. Any martial art move can be reduced to some combination of those. And since the vast, vast majority of 60+ types of kicks just hurt people and bypass certain defenses, they don't really need to exist in the game unless adding a complex counter or block system. As mentioned above, it's super easy to adjudicate that on the fly. There could certainly be a brand new "Style Fighting" option that allows classes to learn new fighting techniques granting very minor bonuses and different moves. If that's something you want, there's the DMsGuild for that very purpose. But it's not likely to be balanced giving some classes a boost. But it will be slower, since it will be adding a wealth of at-will options to every martial character, in addition to the stuff they can already do at-will. So it's not something I'd add to my game. And I prefer the freedom of assuming my player's characters are competent and skilled fighters who are able to do incredible things rather than limiting their options to a finite list. [/QUOTE]
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