Indiana Jones

Post/Author/DateTimePost
#1

natanax

Feb 08, 2008 15:15:36
I'm trying to build a D20 setting with an indiana jones, 1930's pulp feel.

My main hurtle is hand to hand combat, which acording to action movie logic, almost everyone can perform with moderate competance. No d20 product I've picked up has yet provided a good hand to hand combat system, any suggestions out there?
#2

Giradius

Feb 08, 2008 20:01:32
Hello

What about a skill with an attached table and a scaling DC that offers a different (and increasingly more powerful) effect, This allows you to create myriad martial arts and fighting styles (you can even choose what ability score each is derived from, such as some forms of kung Fu using Dexterity while others such as Karate use Strength), it also add a little more detail to combat instead of it being a matter of doing number damage to each other and might make combat a bit more exciting.

Every time a Melee attack is successfully rolled you roll on your skill with a scaling DC that starts maybe at 2-5 higher than the targets armour class, you can also add the difference you beat the enemies AC by to the skill roll as a circumstance bonus.
As a result this mechanic creates a combat skill, that uses BAB as a major factor in its success, but also requires additional training to standard combat to master (the cost in skill points), this would make a good class skill for monks.

For possible ideas on effects to apply look at things like metamagic feat effects and low level debuff spells (with limited duration), also standard combat manoeuvres and effects like bull rush, shaken, nauseated, bleeding and knock downs etc.

so for Example...

Indy has found the lost mausoleum of Nakano Hachiman (the fabled Black Shogun) whilst in Japan, Whilst creeping down the ancient stone warkway a veiled figure in loose fitting robes steppes out, one of the ancestral guardians of the tomb, part of a secret order of warriors that have guarded the tomb for centuries and masters of a secret and deadly martial art Oni jutsu.

Onijutsu (Str)
A ancient and sinister form of unarmed combat that has been banned for centuries, legend has it that its founder learned the technique while watching demons come down from the mountains to raid isolated towns (in reality it was a vicious style of combat designed to incapacitate the enemy through pain and was devised by bandits who wore Oni masks to terrify their prey).

DC
AC + 5 - Painful blow (takes an additional 25% of total damage as subdual)
AC + 7 - Nerve strike (Target is at -1 to attack for rounds equal to attackers STR bonus [min 1 round])
AC + 12 - Claws of the Demon (target takes 1 point of bleeding damage every other round)
AC + 15 - Crippling strike (target takes 1 point temporary DEX damage [lasts 1 hour] and has movement reduced by 3 x attackers STR bonus)
AC + 20 - Fist of Agony (target must make a reflex save or be knocked down and prone and stunned for a number of rounds equal to attackers strength bonus)


This is of course just an example, It would be fairly difficult against monsters with a high AC (maybe they move too quickly or their armour absorbs the impact of the blow) , it would not be overly easy either as an enemy with an AC of 18 would require you to make a DC 30 skill check (although you get to add the number you beat the AC 18 by to the roll). you could create many martial arts for almost any setting, maybe even create some good feats as well...
#3

drizztrocks

Mar 04, 2008 19:47:28
Hi. I didnt read all of what Giradious said, but I think he's getting somewhere. Maybe make many skills different combat styles, or even make a whole different table {a fighting styles table}, but treat it like skills. This could really get somewhere. And I hope you plan on adding classic Indiana Jones weapons like the MP-40 and revolver, but perhaps make them harder to find and with limited use.

Oh, and some ideas for classes.

Gunslinger-No matter where you go or what you see, you'll always have one special talent, that of weilding the pistol with precise and deadly accuracy.

Mercenary-You are a gun for hire, skilled in many things and taking the side that gives you the most share of loot. You take a shot when you get one, and make out with the money.

Soldier-You are specialy trained in the armed forces, and you are strong, stealthy and versatile with your choice of weapons. Soldiers are skilled because of their specialized training.

Martial Artist -You are adept at the ancient eastern arts, such as Karate and Kung Fu, and rather fight with your fist or a sword then with a gun. You are a versatile warrior, improvising always, but not always fighting fairly. A martial artist always uses the advantages given to them.

Explorer-A jack of all trades, a capable combatant and no stranger to the wild, the Explorer is also a versatile class. Explorer are good at disabling booby traps, scouting ahead and can always spare a good punch.

Ninja-Like the martial artist, you are adept at the eastern styles of fighting, but are more like an assasin, dealing deadly blows and sending knives flying through the air. The Ninja jumps in for the kill out of nowhere, chops in one spot, and disappears back into the shadows like a ghost, leaving the enemy dead on the ground.



for races, i'd suggest different cultures {chinese, german, scots-irish}.
#4

debihuman

Mar 27, 2008 1:04:48
I'm trying to build a D20 setting with an indiana jones, 1930's pulp feel.

My main hurtle is hand to hand combat, which acording to action movie logic, almost everyone can perform with moderate competance. No d20 product I've picked up has yet provided a good hand to hand combat system, any suggestions out there?

Well, if you notice in the movies only the main good guys and the main bad guys are good at hand-to-hand combat. Everyone else kinda flees or gets themselves thrashed. So, I have to respectfully disagree.

You might want to check out D20 Modern. You might want to check out D20 Past too. See if this is any help: http://www.wizards.com/default.asp?x=d20modern/article/20020829b.

Debby
#5

cerdojones

Mar 30, 2008 17:09:04
Hey! I have also been into having a Indiana Jones thingy going on but is kind off hard. Right now all I got is a few customized figures from common star wars miniatures and the idea of having an Indy game happening.
Have you though about simply addapting the rules from SMW to the game?
#6

elliott20

Mar 31, 2008 10:15:35
or more simply, you can just accept that not everyone who is going to fight hand to hand actually knows what they're doing. (which is the case for MOST indiana jones mooks) Indy himself? he probably has improved unarmed strike and superior unarmed strike, and took a bunch of skill monkey levels (read: 6-8 skill points per level classes) for the knowledge skills. Add salt for flavor.