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[RQ6] Combat Styles

Started by crkrueger, June 22, 2014, 11:21:42 PM

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crkrueger

So how do you define your combat styles?  For those who don't know, RQ6 has you not be proficient in individual weapons but in Cultural and Career based Combat Styles that include multiple weapons.  So for example Roman Legionnaire (depending on period) might have Pugio, Gladius, Pilum, Scutum and Plumbata.  If it was a Combat Style that was well trained and standardized over time, it may also have a Trait, like Formation Fighting.

So far, I've been thinking about having certain cultural styles (like Pict), specific styles with combat traits (like Braavosi Water Dancer), as well as general styles with no traits (like Street Thug).  I've also thought of having players be able to make a style just choosing weapons that makes sense for their background, without a trait since it is an ad hoc style, or maybe allow them to add a Trait when they reach 100% in the style, essentially becoming master of their own fighting style which they can teach.

So how are you using them?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Pete Nash

Quote from: CRKrueger;760393So how do you define your combat styles?
If I am running a historical setting, I define the styles myself and strictly only allow players to select ones which match their culture and profession.

On the other hand, in my Monster Island campaign the characters can come from pretty much anywhere or anywhen, so I allow them to design their own, subject to my approval.
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jibbajibba

Not specific ato R6 but my heartbreaker uses combat styles as opposed to weapon proficiencies to avoid the master with a longsword but no idea how to use a broadsword problem.

There are 5 ranks in each style and each rank gives you a special move of some type.

For the fantasy/historic version the styles are

Unarmed - fighting with no weapons using trips, throws, disarms.
Fencing - a finese style of sword fighting using lightweight swords and at higher ranking granting 2 weapon fighting with a parry blade in the off hand
Polearms - fighting with spear or other pole arms
Shield - using a shield in combat with a one handed weapon.
2 handed - using a large 2 handed weapon which could be a sword or a maul or an axe though not polearms
Knife fighter - another finese style that allows you to use 2 blades at higher ranks
One handed - a one handed weapon style that can be combined with shield or can be used to weild 2 weapons
Archer - bow skill
Thrown - skill with thrown weapons with higher rankings giving aimed shot and other benefits
Kenjitsu - specific Japanese sword fighting techniques that give benfits like Iajitsu. I felt that the japanese techniques were sufficiently different to merit their own entry. Notably you can't combine them with shield.
Mounted melee
Mounted archer

So I deliberately kept them away from cultural modes of combat and from in game sets like Pit Fighter, Gladiator, or Knight. Kenjitsu was an exception because a PC in a game had that background and so I wrote up the style.
Creating new styles is very easy with a selection of "moves" and guidelines for generating new ones in line with the power level.

A cultural split works but gives you a problem in that a cluster of culturally linked weapons such as a knights array of sword, shield, pick, mace, lance etc are highly diverse as so don't feel like a style. In my game a knight would progress in one handed, shield and mounted or might drop shield and one handed to progress in 2 handed instead.
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crkrueger

Quote from: Pete Nash;760428If I am running a historical setting, I define the styles myself and strictly only allow players to select ones which match their culture and profession.

On the other hand, in my Monster Island campaign the characters can come from pretty much anywhere or anywhen, so I allow them to design their own, subject to my approval.

So for sake of argument, in a Conan campaign, you might have styles like Argossean Pirate, which might be different from Zingaran Pirate or Corsair of the Red Brotherhood?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans


markfitz

You should definitely get it! For myself, i'm running things much like Pete. In my Book of Quests campaign, styles are culturally defined, and some might include only a couple of "tool" type weapons like hatchet and knife, maybe club, for villagers. In Monster Island games, the pirates usually have individually developed fighting styles, often including cutlass and maybe one or two quirky weapons, like the Siyanese Islander character who uses chakram for ranged attacks, or the Shark Cultist of Ravenashoor who dual-wields sharpened giant shark teeth (short-swords). I let the players suggest them, subject to my approval.

crkrueger

Combat Styles are definitely cool, especially when you add in the Combat Traits.  I was thinking of merging the Combat Styles and cult rules to create fighting Schools where if you gained certain levels in School skills, then you could raise to certain levels within the School that could grant access to additional Combat Traits.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Pete Nash

Quote from: CRKrueger;760440So for sake of argument, in a Conan campaign, you might have styles like Argossean Pirate, which might be different from Zingaran Pirate or Corsair of the Red Brotherhood?
Yes, absolutely.

Quote from: CRKrueger;760614Combat Styles are definitely cool, especially when you add in the Combat Traits.  I was thinking of merging the Combat Styles and cult rules to create fighting Schools where if you gained certain levels in School skills, then you could raise to certain levels within the School that could grant access to additional Combat Traits.
That works perfectly too. I've always intended to write an RQ6 article about warring Chinese martial arts schools, as depicted in movies like the "One Armed Swordsman". Never seem to have enough time to jot it down though...
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richforest

I have a set of custom combat styles keyed to the major cultures in my current RQ6 campaign, which is set in a pretty standard fantasy setting that draws heavily on 8th-10th century Danelaw England for most of its human cultures, with the players playing the jarls and huskarls of the region who have stepped up to fight off the advance of the snow elves. It intentionally uses familiar tropes -- fuck off awesome elves, vikings, dwarfs, giants, the enemy coming with a wave of cold and snow from the north, mysterious Hyperborean ruins, and so on.  

Here are the custom combat styles I'm using.  

COMBAT STYLE: IOTAR SHIELD WALL
Primarily fights with Shortspear and Viking Shield or Longsword and Viking Shield; also trained with Longspear, Javelin, Dagger, Hatchet, Battle Axe, Great Axe, Short Bow.

Shield Wall (Benefit)[/i]
Allows a group of three or more shield users to combine their protection, adding one to hte number of locations which can be protected with passive blocking, and resisting Knockback, Leaping attacks and Bash as if using the Brace action.

COMBAT STYLE: HOTHAR SLAUGHTER
Primarily fights with Shortspear and Viking Shield or Longsword and Viking Shield. However, every Hothar carries a broadknife for close in fighting. Also trained with Longspear, Javelin, Dagger, Hatchet, Battle Axe, Short Bow.

Ready Blade (Benefit)[/i]
The character can ready a dagger, knife, or broadknife as part of a Change Range (Close or Open) or Outmaneuvre action.

COMBAT STYLE: AVENIAN HEROIC CLASH
Primarily fights with Shortspear and shield ("Scutum" or "Viking Shield") or Longsword and shield ("Scutum" or "Viking Shield"). Also trained with Longspear, Javelin, Dagger, Hatchet, Battle Axe, Short Bow. Historically, their elites went to battle in chariots, but this is rare now that their only free kingdom is in bog and moorland.

Wild Abandon (Benefit)[/i]
Style is wild and frenzied, with the violence punctuated by war cries to intimidate foes, making any psychological resistance rolls inflicted on an opponent one grade harder.

COMBAT STYLE: IVARIAN HEROIC CLASH
Primarily fights with Shortspear and shield ("Scutum" or "Viking Shield") or Longsword and shield ("Scutum" or "Viking Shield"). Also trained with Longspear, Javelin, Dagger, Hatchet, Battle Axe, Short Bow.

Skirmishing (Benefit)[/i]
The style permits launching ranged attacks while at a run (but not while sprinting). It is common for Ivarians to carry 3-4 javelins at ready, which can be thrown while charging into battle without needing to "Ready Weapon" between throws.

COMBAT STYLE: HEATHEN CAVALRY
The Lance and Kite Shield or Heater on horseback. The Broadsword and Kite Shield or Heater on foot. Trained also in spears (long and short), axes (battleaxes and hatchets), the mace, and the flail. Familiar with the Short Bow.

Lancer (Benefit)[/i]
Performing a mounted charge with this combat style does not incur the one step difficulty penalty to hit.  

COMBAT STYLE: THIUDAR WARBAND
Axe (Battleaxe) and the shield ("Viking Shield") or Broadaxe. Ready too with a Hatchet, Broadknife, Dagger, or Club. Javelins and Shortspears when the need arises, and the Short Bow.

Shield Splitter (Benefit)[/i]
Permits clubs and axes to roll the weapon's damage twice and pick the best result, but only when using the Damage Weapon special effect against shields.

COMBAT STYLE: KEMI HEROICS
Shortspear, Longspear, Quarterstaff. Hatchet, Club, and Dagger. Short Bow.  Sword in the hands of the noble.

Skirmishing (Benefit)[/i]
This style permits launching ranged attacks while at a run or skiing (but not while sprinting).

COMBAT STYLE: VARANGIAN ADVENTURER
Primarily fight with Great Axe or Broad Sword and Viking Shield; also trained in Shortspear, Javelin, Dagger, Short Bow; some warriors adopt the Mace in Vanor.

Daredevil (Benefit)[/i]
May use Evade to dodge blows in hand to hand combat without ending up prone.

COMBAT STYLE: ASTURIAN LEGIONNAIRE
Asturian Legionnaires wield the Shortsword and Scutum. They carry a dagger at their side, and fight also with shortspears and javelins. They too have archers trained in the Short Bow.

Formation Fighting (Benefit)[/i]
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the 'unit' cannot be outflanked) and thus reducing each foe's Action Points by one if they engage.

COMBAT STYLE: ATLANTEAN GUARD
Quarterstaff. Also Dagger, Knife, Shortsword, and Trident and Net. At war, Pike, Glaive, Longspear. At range, Sling or Short Bow.

Cautious Fighter (Benefit)[/i]
Can use the Change Range action to automatically withdraw from engagement with no need to roll.

COMBAT STYLE: VANDAL SOLDIER
Primarily fight with Shortspear and Viking Shield or Longsword and Viking Shield; also trained with Longspear, Javelin, Dagger, Hatchet, Battle Axe, Great Axe.

Formation Fighting (Benefit)[/i]
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the 'unit' cannot be outflanked) and thus reducing each foe's Action Points by one if they engage.

COMBAT STYLE: DWARVEN RAIDING
Dwarves favor weapons kept easily at hand. The Knife. The Dagger. The Club. The Hatchet. The Sling. They also train to fight with Short Sword, Long Sword, and Short Bow.

Scrapper (Benefit)[/i]
When using the Change Range action, the foe's opposed roll to maintain range (Evade) or meet the character with an attack are made at one difficulty grade higher.  

COMBAT STYLE: THULE HUNTER
Longspear, shortspear, javelin, sling, dagger, hatchet.

Knockout Blow (Benefit)[/i]
When attacking with surprise treat any Stun Location as lasting minutes instead of turns.

I'm planning to roll out a series of posts describing all the cultures in the setting in RQ6 terms on my oft neglected blog. I've only got the first one out right now.

crkrueger

That's a lot of weapons per style.  What are the number of weapons you usually assign Pete, ballpark?
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

richforest

You're right, that is a lot of weapons per style. I went back and forth on that a bit originally, but I wanted to get a broad range of weapons that looked to be in evidence in the historical cultures these cultures were inspired by. So I made the lists with pseudo-historical emulation in mind and didn't worry too much if that made the lists long.

I should probably add that these are the lists for the elites, so non-elites would get subsets of these. Like, for example, Iotar Karls get Shortspear and Viking Shield, Javelin, Dagger, Hatchet, Battle Axe, Short Bow. No sword. No Dane Axe.

Still, you're right that I ended up with fairly long lists here.

Kaiu Keiichi

One of the really great aspects of RQ6 is that in the original Chaosium Pavis book, there are fluff descriptions of various weapon and skill teachers who have distinct styles that they teach students in their studios, similar to how Florentine weapons masters or Japanese bujutsu schools taught their styles. Now, RQ6 makes this mechanically feasible, with teachers teaching unique fighting styles.

Further, you can use cults and heroquesting to introduce quasi-magical fighting styles that might have one extra special ability or something otherwise special. Karl Gandrekson, for example, didn't bring back any spells on Heroquest, but instead reveald Humakt's 7 Cuts, which are the proprietary secret of his clan's shrine to Humakt, as part of his Hero Cult.
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Simulation is narrative
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soltakss

:)
Quote from: Pete Nash;760660That works perfectly too. I've always intended to write an RQ6 article about warring Chinese martial arts schools, as depicted in movies like the "One Armed Swordsman". Never seem to have enough time to jot it down though...


I really think that you should find the time. :)
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Bedrockbrendan

Quote from: Pete Nash;760660Yes, absolutely.


That works perfectly too. I've always intended to write an RQ6 article about warring Chinese martial arts schools, as depicted in movies like the "One Armed Swordsman". Never seem to have enough time to jot it down though...

I just ordered RQ6 based on this thread and I would totally love to see this (doubly so if you actually included the Golden Sabre school style).

crkrueger

Quote from: Kaiu Keiichi;760880One of the really great aspects of RQ6 is that in the original Chaosium Pavis book, there are fluff descriptions of various weapon and skill teachers who have distinct styles that they teach students in their studios, similar to how Florentine weapons masters or Japanese bujutsu schools taught their styles. Now, RQ6 makes this mechanically feasible, with teachers teaching unique fighting styles.

Further, you can use cults and heroquesting to introduce quasi-magical fighting styles that might have one extra special ability or something otherwise special. Karl Gandrekson, for example, didn't bring back any spells on Heroquest, but instead reveald Humakt's 7 Cuts, which are the proprietary secret of his clan's shrine to Humakt, as part of his Hero Cult.

Oh now that's a great idea, do a HeroQuest to learn the Glorantha equivalent of the technique David used to slay Goliath, or the wrestling skills of Hercules or Musashi's lost Falling Blossom Strike.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans