Mephisto wrote:Kuseru, I am wondering if you have assembled "definitive" martial art moves lists and how many additional moves would most martial arts have?
I think I'll address this in two parts.
Q: Have I assembled "definitive" martial art move lists.
A: Of course.
Q: How many additional moves would most martial arts have?
A: Huh? Moves in addition to what?
Probably not, D&F and A&D combat are pretty topped out for bonuses. Of the existing N&S/MC styles, only Drunken Style and Monkey Style are comparable.The reason I ask is I'm wondering how beefed up some of the styles would be and how that would impact quickie, basic, and expert hand to hand styles. Also would it be made to be comparable to Defensive and Fast Combat and Aggressive and Deadly combat in terms of total bonuses?
That's a long involved answer, mostly because I'm playing around with two or three options in which to take styles overall.Just wondering what direction you would be taking it.
I'd probably aim for a basic book target of 100 MAPs, and several of them (like Zanshin) would be expanded & clarified.Also, how many additional martial art powers would you have, and would some of them be expanded and clarified?
The Master Skill List ?Same with a master skill list, and any other section of the book currently under-developed or omitted entirely.
Okay, a quick rundown of what I'm playing around with doing for N&S3E.
Expanded N&S terms
Slightly revised and expanded Attributes section (including penalties, actual rules for exertion & fatigue, as well as additional physical limitations)
Slightly revised random MA table
Expanded Country of Origin table
Modified Weight table (slight modification)
Removal of so-called "Seven Principles of Bushido"
Revised & Expanded Experience Table
Expanded & Revised Skill Programs (aiming for a total of 100-200, currently playing with 150), including new skill program categories.
Huge new master list (with percentages) of applicable skills, and their descriptions
Skill penalties
Rules for Learning New Skills.
Major OCC restructuring and overhaul...this is still undergoing several design issues, but in general, expect to see most of the existing classes dropped or consolidated (for instance, it never made any sense to me for there to be a whole category of Freelance spies, that could have been summed up with one O.C.C.) and the inclusion of some much needed classes (like an actual "Ninja" O.C.C. ... what kind of game calling itself Ninjas & Superspies doesn't provide a Ninja OCC?).
Expanded and slightly revised (both to reflect the much needed "required skills" and based on the new/revised skill programs) Cover Identities (up to 100, just to have a nice even number).
Revised, expanded, and updated Agency Creation Rules.
Revised and updated Supervehicle Construction Rules (let's face it, too many vehicles and modifications get left out, the weapons are fairly obsolete and limited, and there's some much needed missing info like TMF).
Revised Hand to Hand Combat Skills (Kiss the Agent styles goodbye entirely)
(After much consideration) A total of 50 martial art styles...which ones and how they'll be presented is still something that's being worked on.
100 MAPs. Inclusion of the obvious Mystic China additions, as well as some new MAPs to add more flavor.
Majorly overhauled, updated, and expanded Hand to Hand Combat & Ranged Combat sections, including a compiled SDC table that is longer than one page (with three columns).
More appropriate and accurate ancient weapons, as well as martial art uniforms and other miscellaneous updates. (Expect to see some ninja equipment expansion as well).
Guns will be updated, likely expanded, but exactly how many and what will be included is up in the air at this time.
Explosives, poisons, biological & chemical weapons, non-lethal weapons, and other environment weapons will be heavily expanded and updated.
Gadgets will also receive a major overhaul instead of the simple "you can add a gun, microchip, etc" minor modifications from the stuff PB gives you.
Expanded and updated Equipment (not much to this really, mostly a compilation of Palladium's most useful existing equipment lists combined with some much needed spy, military, police, criminal, and martial artist equipment).
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[Stuff likely to be seperated into a GM's Guide due to the amount of material]
Miscellaneous Rules to expand options. (Perception, vision & hearing, actual heat & cold effects to make Kangeiko/Shochu Geiko actually effective, some other odds and ends.)
Campaign and Setting ideas/information (mostly a quick guide to the different things you can do) including basic world information (similar to the HU hotspots idea, but redone to be more useful for N&S's setting)
Conversions (heavily updated, expanded, detailed, and actually useful, likely with several new O.C.C.s for magic/psionic/bionic-cybernetic/superpowered/nonhuman combinations with N&S)
Updated Organizations (Given a 20 year update to reflect what's happened to them since the 80s ) and adventures, with some new adventures (like Crouching Tiger, Shining Dragon and possibly 101 adventure ideas)
A glossary (possibly)
Index (No "Quick Find Table" since they aren't very helpful)
Possibly a character sheet as well.
Some general changes include different artwork (I've culled what I consider the worst of the artwork and added some from various other books that was well done and appropriate), a different layout (I keep one consideration in mind for how the book should be layed out, start at the beginning and go to the end when creating a character), a larger page count (likely two books instead of one...at least for the initial books, further books will likely follow), and of course, I'll be making sure it gets editted.