| Post/Author/DateTime | Post |
|---|---|
| Tanivor10-22-05, 12:12 PM | Okay, I'm working on a new character class to add to my campaigns, and I'll appreciate any ideas people have. I've got a basic concept worked out, but the fine-tuning is still in the first steps. Here it is: Martial Artist The martial artist is an expert in doing damage without weapons or with very light weapons. Their hands serve as the only weapons they need. To build a martial artist character, a person first must study a basic list of attacks and blocks. Then they can begin assembling the combinations that form their various attacks. The way the attack system works is explained better below. Here is a sample attack list just as a "for-instance": Roundhouse Kick - 2 Flat Punch - 1 Heavy Punch - 2 Tornado Kick - 3 Double Kick - 4 Trip Attempt - 3 Now, say a character wants to perform an attack. They will select a set of these attacks and string them together. There is a limit to how many can be performed in a round, say ten points. A 10 point combo does 1d8 damage, 1d6 if a trip is attached. So, the player chooses to perform a double kick transforming to a tornado kick ending with a trip attempt. They perform the attack and then at the end trip the opponent and are prepared to continue. This, however, drains from a point-total type pool of maneuver points. As conjecture, state that only maneuvers such as a trip or throw contribute towards this. When those run out, no more maneuvers can be attempted like that without incurring 1d4 Con damage (It does hurt when you punch / kick / throw someone, believe me) until they collapse from exhaustion. That's the main idea. So far the only other idea I had for them is that they can only wear light or no armor, and cannot wield any weapon bigger than a dagger or lose all class skills. Lastly, they can, once per opponent, attempt a harrying attack by hitting the opponent lightly twice around the head. If the opponent fails a reflex save, the player may make a 7 point attack on the enemy (say a roundhouse kick, flat punch, then double kick). Ideas? |
| YanYaoMo10-22-05, 03:43 PM | I don't know that you should have those point things per turn. You could just give them bonus feats that replecate what you are doing. I made a Martial Artist class that gains more feats and doesn't havethe Wushu feel like the Monk has. I mean it is a neat idea, but I just think that maybe feats would work better. As for the weapon restriction though, I don't understand that at all... Why only the size of a dagger? |
| Tanivor10-23-05, 09:51 PM | Okay, thanks for the advice. First, the points system is designed to give the ability to "flex" your attacks somewhat. Playing it smart has more merits than just working the system. If a player is capable of attacking an enemy well, good. And the points are to give combo adjustments. Second, a dagger is the largest weapon you can have beyond which weapons combat is better. I run a Wounds System, so the dagger on a pinned opponent going to wounds works well. |
| YanYaoMo10-24-05, 02:12 PM | I do think the combo thing you came up with is interesting, but maybe if you adjusted the damage out put? Or gave bonuses for each additional. The only reason is that if you land a punch, front kick, crescent kick and ridge hand to the ribs, I think it'd do more damage. Perhaps an additional +1 per landed hit? Just an idea. |