Tuesday, September 1, 2015

Master of the Mantis Rapture coming at ya...

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One of my players is working on an fantasy Asia game and asked me to help with some martial arts rules. I have precisely zero real knowledge of martial arts. I have however seen at least a dozen Chinese Kung Fu movies, read all of Lone Wolf and Cub, and am a fan of the Wu-Tang. I supposed this qualifies me to write some martial arts rules for D&D.

Martial arts can either be a class feature, weapon proficiency, a spell, an effect granted by an item, or simply selected by a character depending on the nature and style of the game.

Martial Arts encompass the study and practice of both unarmed strikes and combat with weapons. This sort of study and practice is already incorporated into the mechanics of adventuring classes in D&D, and is built into the game via attack matrices and hit point advancement.
If more detail is required in order to capture the feel of Asian wuxia type martial arts, a system of styles can be used to reflect a wide variety of approaches to hand to hand combat.

Generally a practitioner of an unarmed style will make an unarmed strike for damage equivalent to a one handed weapon. (1d6 in OD&D, damage equal to class HD in L&L, 1d4-1d6 in a variable damage system.) Weapon styles will strike for damage equal to their weapon.

It is reasonable to assume that the attack matrix already incorporates any bonuses to hit due to martial arts training. Additional mechanics from particular styles should avoid to-hit bonuses.  

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Broadly speaking, martial art style can be divided into two categories.
1. Styles that focus on muscular and cardiovascular mastery are known as “External” or Waijiaquan. These styles use STR or DEX for to hit and damage modifiers
2. Styles that focus on qi manipulation are known as “Internal” or Neijiaquan. These styles use INT or WIS for to hit and damage modifiers.

Individual settings dictate the particular name or trapping of a style (Animal names, schools of signature moves, the name of a master) but we can further divide martial arts styles into five sub categories corresponding with the idea of the five elements, found in both eastern and western philosophy.

Earth Styles – focus on balance and defense; grant a bonus to armor class and saving throws

Air/Wood Styles – focus on movement and position; grant bonus to combat movement and DEX checks

Water Styles – focus on adapting to the environment and the opponent; grant a bonus to grappling and parrying

Fire Styles – focus on intensity and willpower; grant a bonus to damage and critical hits

Spirit/Metal Styles – focus on breathing and internal mastery; grant a bonus to HP and initiative or surprise.

Note that in an old school d&d system, no bonus should be greater than +1 or one step/dice type.

Examples: Judo Internal Water Style / Mantis External Fire Style / Snake External Spirit Style / Niten Ichi Internal Air (sword) Style

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