Forum > Pen and Paper Roleplaying Games (RPGs) Discussion

Martial Arts

<< < (2/2)

Sobek:
I like the basic idea.  Oriental Adventures did something similar, but their feat trees seemed too long for the pay-off.  Designing martial styles (armed and unarmed) for my world is on my rather long "to do" list.  I plan on doing it very much in the same style as you've presented.

Dacke:
I'm too lazy to check my OA book, but as I recall the "style bonuses" there were freebies, rather than actual feats. In other words: take feats X, Y and Z, and get bonus A.

This might work better for these styles as well. For their prerequisites, they seem to have pretty low benefits. DR 2 vs unarmed damage and +2 to saves vs pain is not something I would give up a feat for, and it's definitely not something that would entice me into taking three feats just to qualify for it (especially one as sub-par as Toughness). But if it was a freebie if I took those feats, that makes it more attractive.

Sobek:

--- Quote from: Dacke ---I'm too lazy to check my OA book, but as I recall the "style bonuses" there were freebies, rather than actual feats. In other words: take feats X, Y and Z, and get bonus A.
--- End quote ---

Right you are, and I stand corrected.  I still believe the OA styles had too long of paths.

Cyclotron:

--- Quote from: Zalmoxis ---...and have you any suggestions for which martial arts rules worked best for you (even if non-D20)?
--- End quote ---

Spycraft 2.0, without a doubt.

Feats like these, make it worthwhile...


--- Quote ---Unarmed Combat Feats

Martial Arts
You hand-to-hand fighting talents are black-belt caliber.
Prerequisites: Career Level 6+, Weapon proficiency (Unarmed), at least 1 other Unarmed Combat feat.
Benefit: Your base unarmed attack threat range becomes 19–20, and your unarmed damage increases by +1d6. Further, when you gain this feat, you may choose 1 attribute. If you choose Strength, your Strength modifier is applied to your Defense and Initiative bonuses in place of your Dexterity modifier. If you choose any other attribute, its modifier is applied to your unarmed attack bonus and unarmed damage rolls in place of the standard modifier. Finally, you’re always considered to be armed with a deadly weapon when making Intimidate checks.

Discipline of the Body
You have extraordinary control over your body through intense martial discipline.
Prerequisites: Career Level 6+, Martial Arts (Strength or Constitution)
Benefit: The lower of your Strength or Constitution rises by 1. You may add your Strength modifier to your Initiative rolls. You gain a +1 insight bonus to Fortitude saves. Finally, you may spend an action die to hold your breath for an additional number of minutes equal to you Constitution modifier while performing actions or for an equal number of hours while remaining still.

Discipline of the Mind
Your studies into the nature of the mind have unlocked your inner powers.
Prerequisites: Career Level 6+, Martial Arts (Dexterity or Intelligence)
Benefit: The lower of your Dexterity or Intelligence rises by 1. You may add your Intelligence modifier to your Initiative rolls. You gain a +1 insight bonus to Reflex saves. Finally, you may spend an action die to ignore the fatigued condition or reduce the exhausted condition to fatigued until the next time you receive damage.

Discipline of the Spirit
Your contemplation of the spirit has strengthened your resolve.
Prerequisites: Career Level 6+, Martial Arts (Wisdom or Charisma)
Benefit: The lower of your Wisdom or Charisma rises by 1. You may add your Charisma modifier to your Initiative rolls. You gain a +1 insight bonus to Will saves. Finally, when an adjacent character scores a threat, you may spend a single action die to activate their critical success.

--- End quote ---

Navigation

[0] Message Index

[*] Previous page

Go to full version