Author Topic: Action approximations  (Read 2064 times)

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Offline Justin

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Action approximations
« on: March 24, 2015, 11:23:55 AM »
I have a player who is wanting to tackle opponents. Simple tackles, nothing fancy, just get them to the ground.
What would you use, and how?

Please feel free to post to this thread if you have the same type of question, no need for tons of small similar threads.
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Offline Cory Magel

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Re: Action approximations
« Reply #1 on: March 24, 2015, 11:44:00 AM »
Wrestling or Brawling.  Page 227 of the RMSS Rule Book has a table that is appropriate using Unbalancing crits.
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Offline Justin

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Re: Action approximations
« Reply #2 on: March 24, 2015, 12:38:56 PM »
What about using the RMC skill list? I'm using ERA for character creation/management, and all it has is Martial Arts, not Wrestling nor Brawling. I added a few skills I felt the list lacked, but not those.
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Offline Peter R

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Re: Action approximations
« Reply #3 on: March 24, 2015, 03:46:03 PM »
I would use the Grapple table in RMC Arms Law pgs 88/96.
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Offline intothatdarkness

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Re: Action approximations
« Reply #4 on: March 24, 2015, 03:53:24 PM »
I would use the Grapple table in RMC Arms Law pgs 88/96.

As would I for something like that.
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Offline Justin

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Re: Action approximations
« Reply #5 on: March 25, 2015, 07:17:08 AM »
Okay, thanks!
What I'll do is use the Grapple table and use ST/AG/ST as stat bonus. Since there's no undeveloped skill penalty, I'll multiply the target's base QU DB by their pace.
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Offline yammahoper

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Re: Action approximations
« Reply #6 on: March 25, 2015, 08:46:26 AM »
If limiting skills is an objective, I would use the Martial Art skill.  At most I would apply a -20 penalty for substituting grapple over ma strikes or sweeps.  No penalty seems fine too, especially if there is a MA Strikes and a MA Sweeps skill.
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Offline Peter R

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Re: Action approximations
« Reply #7 on: March 25, 2015, 11:44:57 AM »
Okay, thanks!
What I'll do is use the Grapple table and use ST/AG/ST as stat bonus. Since there's no undeveloped skill penalty, I'll multiply the target's base QU DB by their pace.

Under the MA skills description it says "The skills are further classified according to “type” as being “striking” (Karate-like MA, including boxing) or “sweeps & throws” (Judo-like MA, including wrestling)." (Character Law pg 90)

I would be inclined to use AG/AG/ST as the stat as that is the stat for MA sweeps and throws but of course the choice is yours.
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Offline Justin

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Re: Action approximations
« Reply #8 on: March 25, 2015, 01:08:29 PM »
I would be inclined to use AG/AG/ST as the stat as that is the stat for MA sweeps and throws but of course the choice is yours.
Ah, good point. Though I do see the bluntness of running into someone as being ST-heavy. I think I'll amend it to ST/AG alone.

Quote from: yammahoper
If limiting skills is an objective, I would use the Martial Art skill.  At most I would apply a -20 penalty for substituting grapple over ma strikes or sweeps.  No penalty seems fine too, especially if there is a MA Strikes and a MA Sweeps skill.
Well, I'm not trying to hammer the player, but I do not want to lessen the reality of choosing not to develop particular skills. I am just waiting till I can take a look at the attack tables for Grapple and the MA's and see if it would be punishing if I docked him -25, or if it would be over-powered not too.
Thanks guys!
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Offline Spectre771

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Re: Action approximations
« Reply #9 on: March 26, 2015, 11:06:32 AM »
There are lots of options available and many were mentioned.  Without repeating too much, I hope.

There is a Wrestling Skill that can be purchased.  I think it's in Arms Companion and I believe it is ST/ST/AG, or ST/AG, I have to look that up.

MA Sweeps and Throws includes the "ground fighting styles" (Judo, Aikido, Wrestling)  vs. the kicking striking styles (Kenpo Karate, Tae Kwon Do, Muay Thai).  Martial Arts doesn't mean "from Asian lands where people eat with chopsticks and have shaved heads", it's a studied style of martial combat, including the wrestling styles; American Indian, Olympic, Greco/Roman etc.

For a simple "bull rush" type tackle, there is the Ram/Butt/Bash/Knockdown table from the core rules.

Brawling attack table is an option, but is very weak and as defined, I believe is "improvised weapons", beer bottle, chair leg, rock from the ground, pouch of gold, etc. so that may not apply for what your PC wants to do.

If the goal of the PC is to just "send the target to the ground", the Unbalancing Crit table, or Krush table (for a fall to the ground).

If the goal is to "take the target to the ground to immobilize" then the Grappling table is excellent.  If available, there is also the Stun Crit Table and the Sparring table.  The latter items are dependent upon how many additional RM Companions you purchased as there are quite a few.
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