Not really a good idea. the whole point of N&SS is that you spend over 10 years mastering some form of special martial art.
your thinking of quicke versions you learn in a McDojo.
So I was thinking(a dangerous thing for sure)
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for Modular martial arts,
you'd be better off with using like HU or the like...
take your three/four basic levels (Basic/Expert/MA/Assassin)
then have the tag-on skills
thus the base HtH shows how seriously the character trains
and the skills provide his moves
this would lead to a character dropping a skill program "Martial Arts Training Skill Program" (Spend 5 skills on HtH Skills)
make HtH it's own skill catagory,
then you could tag in the Martial Arts Powers as skills with given required skills
Thus Chi Gung would require the character to take the skills of HtH Martial Arts, Body Building, Meditation and Chi Focus or some such...
Grasping Hand Atemi would require Grappling, Locks(which requires Grappling) and Anatomy...
Auto-Flip Throw would require Grappling and Defensive Posture...
and allow the characters to build up to mastery...
Additionally, skill useage (like "Posture" skills would limit a character as they could only use one during a melee, thus allowing a character to "master" multiple styles without being able to munchkin them by using all their powers at once...)
but this would create a "street level" operative over the "fully trained" agents of N&SS. Basically (as mentioned many times before) 1st level in N&SS means you've spent a lifetime of mastery already in the martial arts,
the HU approach implies you've spent a year or so... more if you put more skills into it...
so once again the "Dedicated Martial Artist" (a guy who buys more MA Programs than normal skill programs) would be better at Kung Fu than the random agent with a balanced skill selection...
aw... darn... this is giving me too many ideas...
give me a month or so (i'll be on the road as of monday) I'll see if i can write something reasonable up for this...
you'd be better off with using like HU or the like...
take your three/four basic levels (Basic/Expert/MA/Assassin)
then have the tag-on skills
thus the base HtH shows how seriously the character trains
and the skills provide his moves
this would lead to a character dropping a skill program "Martial Arts Training Skill Program" (Spend 5 skills on HtH Skills)
make HtH it's own skill catagory,
then you could tag in the Martial Arts Powers as skills with given required skills
Thus Chi Gung would require the character to take the skills of HtH Martial Arts, Body Building, Meditation and Chi Focus or some such...
Grasping Hand Atemi would require Grappling, Locks(which requires Grappling) and Anatomy...
Auto-Flip Throw would require Grappling and Defensive Posture...
and allow the characters to build up to mastery...
Additionally, skill useage (like "Posture" skills would limit a character as they could only use one during a melee, thus allowing a character to "master" multiple styles without being able to munchkin them by using all their powers at once...)
but this would create a "street level" operative over the "fully trained" agents of N&SS. Basically (as mentioned many times before) 1st level in N&SS means you've spent a lifetime of mastery already in the martial arts,
the HU approach implies you've spent a year or so... more if you put more skills into it...
so once again the "Dedicated Martial Artist" (a guy who buys more MA Programs than normal skill programs) would be better at Kung Fu than the random agent with a balanced skill selection...
aw... darn... this is giving me too many ideas...
give me a month or so (i'll be on the road as of monday) I'll see if i can write something reasonable up for this...
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Of course not, Hand to Hand skills aren't the same thing as martial art styles.macksting wrote:Definitely not what I'm looking for, Kuseru. Too simple, doesn't give the same effect nor does it simulate the long periods of study and training you usually see a student go through.
Which has absolutely nothing to do with what you've mentioned up to this point.Sure, you can roleplay to make up for that, but why bother when you can just utilize the very equivalencies described... that being that any special martial arts power or selection not expressly determined, like "Choose 3 Martial Arts Powers and 2 Body Hardening Exercises," can be substituted by a non-physical skill program or a single physical skill!
Seriously, what in the hell are you talking about? Do you want customizable martial art powers, customizable martial art styles, or customizable Hand to Hand skills. Make up your mind.While this may denote that your character has generally focused less on martial arts than on other things in life, such as knowing how to do his/her taxes, I think the comparison between Body Building and one or two of the Body Hardening Exercises shows there's more to this comparison.
If you want some sort of customizable Hand to Hand skill that provides martial art powers, then I'm gonna have to say, no.
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Re: So I was thinking(a dangerous thing for sure)
goodlun wrote:I was looking at rifter #3 and I really like the option rule it presents for the wrestling skill but think it could use some further exploring(maybe continuing to add lock/pin type bonus as one levels).
Now this goes with me 1st saying I consider both Wrestling and Boxing as a MA(this just shows present)
What if we where to break down several forms to the same manner as they did in Rifter.
IE
Judo adds Choke and Automatic body flip/throw with a +1 to flip/throw to skill list
Thai Boxing adds Round house strike and a +1 to strike
Jujitsu adds lying on your back like an idiot and bragging +3 to your list
ect ect ect
you could then plug them into say H2H MA or something like that...
It sounds more like you are talking about the martial arts that were changed into skills in Rifter #7.
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