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Post by takewithfood on Feb 17, 2009 23:57:43 GMT -5
It's a LOT of fun, it's very flashy, and what I loved about it is that you can learn it without coming home bruised (although I did come home bruised from time to time, that was more often than not thanks to my own clumsiness).
However, it is a sadly incomplete system and doesn't stand up very well at all in actual combat. It's record in mixed martial arts of all kinds is solid evidence.
EDIT: Also, the World Tae Kwon Do Federation's acronym is "WTF".
~TWF
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Post by Dionon on Feb 18, 2009 0:00:54 GMT -5
Ouch... why not combine it and learn a second system, like Capoera, or Mui Thai... You'd be devistating in combat.
But I can see what you're saying, which is sad, I like watching TKD, it's fun to watch.
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Post by takewithfood on Feb 18, 2009 0:10:07 GMT -5
Well, it's a great foundation for a more complete style, yes. TKD has some really neat high-risk kicks which have their uses. These days in MMA you can't just master one style and expect to survive on anything but luck. I'm sure a lot of fighters pick up a little TKD, as it doesn't take very long at all to get a black belt (if you train professionally/constnatly and have other martial arts experience, I'm sure you could do it in under a year, easy).
To loop this back into MURPG, I have been poking around with a suggestion of calling a Specialty for a +1 sit mod bonus on an attack.
Example: Bob has Close Combat 3 and one of his specialties is Tae Kwon Do. During a fight he wants to throw everything he can at his opponent, so he calls his Tae Kwon Do specialty and gets a free stone from the GP on one attack.
You'd only be able to do this once per specialty, per issue. So continuing the above example, Bob would only be able to call Tae Kwon Do once in that issue. He has 2 other specialties in reserve, though. Also, somewhat like a Flashback panel, you'd have to write a flowery description of the attack.
The point is twofold: to give characters some small resources during fights (that are free, but limited in number of uses), and to encourage players to describe different attacks (instead of relying on the same thing over and over again).
I'd like this to be only for Close Combat; Ranged Combat doesn't really need it, to be honest, nor does this necessarily make sense for other Actions with specialties, such as Thieving.
~TWF
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Post by Dionon on Feb 18, 2009 0:18:16 GMT -5
Technically... if you go by RAW... you get that Page 104: Declaring a Specialty gives you 2 stones from the General Pool... and you can do it once a round.... (It does have it's contradicting elements however)
Besides... that doesn't offset the bonus that Weapons would still have over Unarmed fighting.
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Post by WildKnight on Feb 18, 2009 7:25:27 GMT -5
I don't laugh at TKD, or people that take it. I believe theres a great deal of benefit in studying martial arts.
Going into Mixed Martial Arts was my choice, but its not the primary value of martial arts in general.
Besides, TKD is far from the most pathetic thing I've ever seen anybody try to use in a tournament (I actually think capoeira takes the cake for that one... I've NEVER seen anybody get past the first round using it... and capoeira is one of my favorite martial arts LOL)
The truth is that when it comes down to martial arts as "just combat"... grappling styles are king for a one-on-one fight, while modern martial arts like krav maga are unquestionably the best for fighting multiple opponents.... but the things that are best for combat seem to lack in the "art" area of martial arts.
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Post by Neros on Feb 18, 2009 8:47:48 GMT -5
Haven't been able to follow the whole thread so far, but I kinda like the +1 modifier for mundane weapons.. one of the problems me and my players have had, is dealing with the damage of smal items and little bigger items.. For example, a sling does just as much damage as a crossbow.. So just saying that all mundane weapons get a +1 modifier sounds good.. But will there ever be normal weapons that can get more than that? Im mostly thinking about bazookas, cannons, grenades, ect..
Another thing, I kinda liked Dios idea.. It could explain why some characters (especially heavy hitters) are able to perform Area effects like shockwaves and earthquakes... However, gaining Armor Penetration and such sounds like allot..
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Post by Dionon on Feb 18, 2009 8:49:36 GMT -5
Well... in Comic books it might not be too far fetched... especially since you're paying 2, 4 or 6 stones to do it.. That's not counted towards attack
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