Armorless/Mostly Weaponless Campaigns

Post/Author/DateTimePost
#1

xyresic16

Dec 14, 2008 22:29:01
I'm working on an anime/kung-fu alternate campaign, and I'm looking for some ideas on having characters with no armor and fists/feet as weapons. Has anyone else tried this idea? I'm sure it's been done, but I'm looking for some ideas others have had.

For the 'my hands are lethal weapons' part, I thought I'd rule that all martial powers that call for a melee weapon can instead be used with the feet or hands. Cleave is a nice roundhouse, etc... I was thinking of setting the base 'weapon' damage of a kick or punch as 1d8 + Strength (keeping it simple, don't want to get into 'this power is a kick, this one's a punch, etc.' thing). This would allow for a player to still use a weapon if they wanted, but maybe they can't use their powers with weapons, only basic attacks.

(I get the sinking feeling as I write this I'm going to need to design my own class.)

For armor, I was thinking of doubling the Dex and Int bonuses that add to AC, so if you had a +2 in Dex, you get a +4 to AC, for example. Furthermore, I guess I could rule that if you're wearing armor, you can't use all the crazy Leaping Snake / Crouching Tiger abilities. But that doesn't feel like enough of a bonus. Maybe triple? Something else?

What I might do is instead of a new class create a variant of either rogue, fighter or ranger classes that forgo all weapons and armor and instead fight hand to hand (monk?). What have you guys tried like this, or do you have any input?
#2

supermaus

Dec 14, 2008 23:31:20
Just use the regular rules with different flavor. According to the Sheet, he's a fighter with a Waraxe and Scale, but in play, he's a skilled defender whose toughness renders most blows ineffective and his attacks deal more damage, but are less likely to hit than his friend the Ranger, who weilds Longswords (Or perhaps an open palm technique?).

Basically, it's easy enough to keep the rules the way they are and change the flavor instead that changing the rules for the sake of flavor is too much work for too little benefit.
#3

Qube

Dec 15, 2008 1:57:32
Just use the regular rules with different flavor.

+1

- shield proficiency? 'you use your arms to deflect blows', giving +X AC
- heavy armor? 'you tense up your muscles, making your body hard as steal, but begin able to dodge less' + X AC (where X is 7 for fighter, 8 for paladins, ...)
- light armor? 'you train at flinching dodging'
- axe proficiency? a hard style, dealing lots of damage (+2 proficiency, 1d10 damage)
- sword proficiency? a softer style, having a higher chance to hit (+3 proficiency 1d8 damage)
- ...
- training these techniques at costs money (compensate for cost of shield/armor)

this way, you only need to bring about a half a page as fluff modification, and no rule changes, while still being about to use all classes.
#4

CaptnMorgrim

Dec 15, 2008 7:27:16
Just use the regular rules with different flavor.

Indeed, or +2!

That 's how I 'd do it as well. The simple trick here 'd be to rename monetary costs into training points. Also a martial arts campaign can also enforce the idea that PCs shouldn't see their enemies' weapons as loot anymore. (An aspect of D&D that always felt computergamey)

Axes, Hammers, Swords 'd work as above (Sword = Mantis style, Axe/Hammer = Bear Style...)
Reach Weapons = Kicks and flying kicks, mayhap?

Off hand skills:
Offhand weapons = Flurry of blows (instead of focussing your strength into a single attack you strike with 2 fast blows at once)
Shields = Counterattacks, Blocks.

Armor:

Defensive Stances (not to be confused with Stances from utility powers)
Monkey Stance = Leather Armor (Like the monkey you easily escape from harm)
Tiger Stance = Hide (Your motions seem clumsier than the Monkey's, but you are better at deflecting blows).
Guardian Stance = Chain (The Standard defensive technique learned by city guards. It's not very refined, making you less agile and slow at times, but effective)
Dragon Stance = Scale (You move slower than your companions, while mantaining an intricate stance to deflect your foes incoming blows)
Tarrasque Stance = Plate (You move slowly and deliberately, yet you 're nigh unstoppable by force)
#5

Fireclave

Dec 15, 2008 8:17:28
Just use the regular rules with different flavor.

+3

Any suggested houserules will most likely be reflavored/repurposed existing mechanics, though I'm pretty sure there's a few homebrewed monk classes floating around the boards as well if you want something mechanically new.
#6

xyresic16

Dec 15, 2008 15:42:51
Excellent ideas all. I really liked the idea of the different armor types being stances, so I think I'll ninja that if you don't mind (Tarrasque Stance = priceless!). I like the weapon idea too. That helps to negate breaking the rules for unarmed combat.

Is there a particular class that would best be modded for this? I'm thinking Ranger since they have Str, Dex, and Wis for stats in that order. The skill set fits well to, and the two fighting styles can be flavored as well. Archer ranger is just one better at leaping attacks, while TBFS is more up close fighting. Originally I was thinking of making every martial power of every class a kung-fu type, but I think I want to leave the other classes static to add some depth to the game. Thoughts?

Also, I thought any ranged martial powers could involve an athletics check to see what range the attack has. I'm going for the really outlandish could-give-a-speech-while-making-a-jump-attack kinda theme, so I was thinking that anytime someone makes a ranged attack, they make an athletics check to see if they can reach the target first, and then make an attack roll. Is that too many rolls? In the book, a horizontal jump is an athletics check / 10 so if someone rolls a 20 inc. bonuses, they can jump 2 squares. Not sure if that's 'anime' enough or not, especially since this mechanic replaces ranged attacks.

Thanks for the feedback.
#7

shinikama

Dec 15, 2008 15:57:40
Just use the regular rules with different flavor.

+4

I would deem that reach weapons use arts such as Long Fist. You really don't know how far away they can be and still hit you until you see it.
#8

Fireclave

Dec 15, 2008 23:05:55
Is there a particular class that would best be modded for this? I'm thinking Ranger since they have Str, Dex, and Wis for stats in that order.

Actually, very recently after 4e was released, WoTC had a suggested variant ranger for those who wanted to play a monk. Here's the link.

I've also suggested before that Rogues could easily be converted into monks. They already have a monk/ninja quality to them. They even have several types of Stunning Fist (Dazing Strike, Blinding Barrage, and Knockout just to name a few). My default suggestion is thus:

Simple Rogue to Monk Conversion
AC Bonus: Rogues get a +2 bonus to AC when unarmored or wearing cloth armor.
Unarmed Strike: Rogues gain a +3 proficiency bonus when making unarmed strikes. Her unarmed strikes are also considered light blades and count as daggers for any rogue class or path feature. In addition, Rogues can enchant their unarmed strikes as if they were a manufactured weapon.

Quick, simple, works, and the net mechanical changes are extremely minor.

Originally I was thinking of making every martial power of every class a kung-fu type, but I think I want to leave the other classes static to add some depth to the game. Thoughts?

If you make it a purely flavor issue then it probably shouldn't matter. You can have you Fighter-Fighters along side your Kung-fu-Fighters doing their own things and unless someone looks at their identical character sheets, no one would be the wiser.

Though I can see every class, not just the martial ones, given a kung-fu overhaul. Wizards and Warlocks would be your mystical martial artists. The wizard's Thunderwave At-will can easily be reflavored as punches and kicks infused with huge amounts of ki, and their spells akin to bending techniques like those used in Avatar. Warlocks would be your Street Fighter-style martial artists with the Eldritch Blast Hadokens. Clerics would be your wise, mystic shamans-healers on the hill seeking enlightenment, inner peace, and the higher moral road (until you tick them off, of course :P). Etc and so on.

Also, I thought any ranged martial powers could involve an athletics check to see what range the attack has. I'm going for the really outlandish could-give-a-speech-while-making-a-jump-attack kinda theme, so I was thinking that anytime someone makes a ranged attack, they make an athletics check to see if they can reach the target first, and then make an attack roll. Is that too many rolls?

I'd say so. And if I understand correctly, you would be giving away free movement anytime someone wanted to make a range attack. If that is the case, you would either be crippling range or giving out some obscenely long, bow-ranged jumps. Flying kicks are better represented with the charge mechanics, I think.

Personally, I would keep ranged weapons in the game. They're still commonly featured in high fantasy martial arts flicks and the like. You just never really see them used that often because people are paying to see the kung-fu fighting.

I would fully expect to see bows, crossbows, and shurikens employed in a high martial arts setting (along with longspears, nunchanku, ect). Likewise, I would also be reflavoring my AC and describing myself as deflecting the arrows. With my fists!

Alternatively, you could reflavor ranged attacks and ki projectiles or the like. This is the idea I used to convert a psychic rogue NPC over from 3.5, replacing her Energy Missile power with a reflavored frost shuriken (cold being iconic to her racial heritage). Longbows and crossbows could just as easily be reflavored, with drawing and stowing your bow instead being the character changing stances or reading/dissipating energy.
#9

shinikama

Dec 16, 2008 13:19:36
... Longbows and crossbows could just as easily be reflavored, with drawing and stowing your bow instead being the character changing stances or reading/dissipating energy.

So... It's become Dragon Ball Z? eh? I wondered when it would show up.
#10

Fireclave

Dec 16, 2008 21:18:11
So... It's become Dragon Ball Z? eh? I wondered when it would show up.

Or Street Fighter. Or Bleach. Or Yu Yu Hakusho. Or Naruto. Or Super Mario Brothers. Or...

But if you prefer DBZ, more power to you.
#11

Qube

Dec 17, 2008 0:59:46
Tarrasque Stance = priceless!

my thoughts exaclty!
#12

wyld_mutation

Dec 17, 2008 9:58:35
... I vote for the "Mod the fluff" approach.

Each weapon type is a unique fighting style, each individual weapon is a "school" within the style. Switching styles would be the same as drawing and sheathing weapons. A simple minor action to enter and a minor action to exit.

Of course some weapons have a unique style... A Khopesh would be a special style for instance. Doing this you simply replace "weapons" with a suitable item to use unarmed (handwraps and talismans are my preference).

Shields are defensive maneuvers for certain stances. Low, Mid, and High could be used for differentiation.

Armors... Each armor material should be available as a Stance. The "basic" materials in the PhB should be automatically learned by everyone. The more exotic "materials" could be learned as part of the campaign.

Anyone knows the Tiger stance, but there are only a few people who know Shadowstalker's Way.

That leaves you just needing to replace armors with a suitable item. Sashes work well enough.
#13

CaptnMorgrim

Dec 17, 2008 16:13:23
Tarrasque Stance = priceless

my thoughts exaclty!

You're welcome... as long as ye r'member that 'twas a pirate who brought ye this, hurhurhur!

At first, I was prone to call it Iron Dragon Stance, but damn me soule, mateys, Tarrasque Stance be the way t' go! I like the idea t' call 'em masterwork armors special stances as well.

On Magic Armor:
I was thinking of mystical tatoos (or henna paintings if Madonna and the new agey sods hadn't taken them over years ago), but sashes or talismans seem the way to go. Maybe Blessing or more Stances...
There 's a little caveat: Cloth Armor. With the Stances, how can we re-create the difference between cloth armor and other heavier types? I reckon we should turn magic armor that is "cloth armor only" into heavy or complicated ceremonial dresses which don't allow you to employ a stance properly, hence confers no bonus to AC.

Or as my infamous colleague, Captain Jack Sparrow, 'd put it: "Ye've never been to Singapore, have ye?"
#14

Fireclave

Dec 17, 2008 22:15:12
There 's a little caveat: Cloth Armor. With the Stances, how can we re-create the difference between cloth armor and other heavier types? I reckon we should turn magic armor that is "cloth armor only" into heavy or complicated ceremonial dresses which don't allow you to employ a stance properly, hence confers no bonus to AC.

How about something like this: Reintroduce Monk's Belts. For most characters, a monk's belt functions identically to cloth armor. But for a martial artist using the stance variant, a monk's belt functions as the armor their stance represents (which would affect the masterwork bonus to AC).

But most importantly, Monk's Belts are endowed with the wisdom of the great masters and keyed to specific set of stance, and grant those who use that stance greater power and control (read: magic item property).

For example:

Let's say when have an item called the Golden Lion Belt, which embodies the fighting spirit of a renowned dragonborn master of the tarrasque style.

When Joe Fighter, who has no martial arts training, puts on the +4 Golden Lion Belt, it functions a +4 feyweave cloth.

When Ryu Fighter puts on the +4 Golden Lion Belt and uses the Tiger Stance, it... still functions as +4 Feyweave Cloth. But, when Ryu Fighter switches from Tiger Stance to Tarrasque Stance, the Golden Lion Belt functions as it was truly intended, the equivalent of +4 Flamedrinker Warplate Armor.


Other armor properties can be keyed in the same way. A +1 Sylvan Monk's Belt functions correctly as +1 Sylvan armor whenever its wearer uses the Monkey (leather) or Tiger (hide) stances, or forgoes one of the recognized defensive stances in favor of spontaneity or instinct (cloth) (which is not the same thing as using no stance at all, so sorry Joe Fighter). A +2 Barkskin Monk's Belt functions correctly when using the Tiger (hide) or Dragon (scale) stances. Etc.

Of course, not all monk's belts need to be belts. They can be gi's, ceremonial dress, or even actual armor. The defining property, however, is that you must employ the proper stances to unlock the item's true properties.

Yes? No? Maybe? To convoluted?
#15

tankred

Dec 31, 2008 1:42:53
Spend a little time searching for "Dragonfist".
That's a game back from AD&D 2nd Ed times :-)

Looks like an addon for the latter, but is a standalone game that is all about:

Haha! You cannot beat my invincible calamari-kung-fu with your weak eagle-claw!

It was available as a free download from wizards back then, IIRC. If you can find it, it's a great source of inspiration.

Ahh, there it was...
http://www.wizards.com/dnd/article.asp?x=dnd/dx20021105x
#16

LordArchaon

Jan 04, 2009 20:21:29
Wow! GREAT ideas guys. I'm also digging the awesomeness of searching for hidden shrines in which you learn new techniques: magic weapons and armors converted into techniques! Seamless integration with the treasure system. Reminds me of the technique scrolls in my beloved Silver videogame...
#17

wyld_mutation

Jan 04, 2009 20:39:39
Legend of Gaia FTW!!

Anyway... I vote for Cloth armor which functions in a special way when in a certain stance.