Post by theophage on Jun 10, 2009 12:51:54 GMT -6
Two things that bother me about unarmed combat as it is treated in the various editions: It either adds needless complications and sub-systems to combat, or it is simply too ineffectual to bother with (often both).
Now, I like the idea of unarmed combat. I like the visual of a warrior wrestling with a dangerous beast, an outnumbered party slugging it out with the locals in a tavern, or simply subduing an opponent to tie him up and interrogate him. But because of the two things above, it just doesn't get used enough. I want to change that. So here it is:
Whether you are punching, kicking, headbutting, or grappling, the attack is simply made as a normal attack roll. Damage is a standard d6 (I'm a fan of all weapons doing d6 damage). Now that may seem like a lot, but the damage is only temporary. Half the damage is restored after a turn, and the other half by the next day. The idea is that you can take someone down to zero HPs which is simply subdual rather than death, but after resting a while, they just come out of it sore and bruised unlike if they were hit with actual weapons.
When grappling, the attack does no damage (at first), a successful hit just means your opponent is held. What it does mean is that your opponent can take no action but try to break your hold, which they can do with a normal successful attack roll. So even if all you manage to do is get them in a hold, which they break out of on their next action, you have still succeeded in preventing them from attacking you or or another party member that round.
Now, if you've got them in a hold, and they don't break free on their next action, then you can start to apply some effects. With another successful attack roll, you can perhaps disarm them, throw them to the ground (or into a pit!), or apply the above subdual damage to them.
I like this system because it is simple in that it only requires normal attack rolls and does normal d6 damage so it is effective. It requires a little extra effort to note that damage suffered this way is temporary, or that some enemy is grappled so his attack roll this round is just to see if he breaks free or not, but I don't think that adds too much complication. For me, it is a happy medium.
Also, you can easily transform a normal fighting man into a monk-type character by simply saying that his hands and feet are indeed lethal weapons, and any damage done by them (or through grappling) is normal damage. No additional class needed to represent such a character.
Thoughts?
Now, I like the idea of unarmed combat. I like the visual of a warrior wrestling with a dangerous beast, an outnumbered party slugging it out with the locals in a tavern, or simply subduing an opponent to tie him up and interrogate him. But because of the two things above, it just doesn't get used enough. I want to change that. So here it is:
Whether you are punching, kicking, headbutting, or grappling, the attack is simply made as a normal attack roll. Damage is a standard d6 (I'm a fan of all weapons doing d6 damage). Now that may seem like a lot, but the damage is only temporary. Half the damage is restored after a turn, and the other half by the next day. The idea is that you can take someone down to zero HPs which is simply subdual rather than death, but after resting a while, they just come out of it sore and bruised unlike if they were hit with actual weapons.
When grappling, the attack does no damage (at first), a successful hit just means your opponent is held. What it does mean is that your opponent can take no action but try to break your hold, which they can do with a normal successful attack roll. So even if all you manage to do is get them in a hold, which they break out of on their next action, you have still succeeded in preventing them from attacking you or or another party member that round.
Now, if you've got them in a hold, and they don't break free on their next action, then you can start to apply some effects. With another successful attack roll, you can perhaps disarm them, throw them to the ground (or into a pit!), or apply the above subdual damage to them.
I like this system because it is simple in that it only requires normal attack rolls and does normal d6 damage so it is effective. It requires a little extra effort to note that damage suffered this way is temporary, or that some enemy is grappled so his attack roll this round is just to see if he breaks free or not, but I don't think that adds too much complication. For me, it is a happy medium.
Also, you can easily transform a normal fighting man into a monk-type character by simply saying that his hands and feet are indeed lethal weapons, and any damage done by them (or through grappling) is normal damage. No additional class needed to represent such a character.
Thoughts?