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'''Mortal Martial Arts (MMA)'''
 
'''Mortal Martial Arts (MMA)'''
  
When I read about MMAs on this wiki I was very excited by the idea.
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by [[Jimcrimson]]
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== Why Mortal Martial Arts (MMAs)? ==
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“''Ew, man. Wasn't TMA degrading enough?'' - [[willows]]”
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While Willow’s question is humorous, it also has a point. Why have even ''less'' powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already "bottom of the barrel"?
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Here are my reasons why MMAs should exist:
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1 '''From the perspective of already existing martial arts''': there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the "stuff" of MMAs.
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2 '''MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense''': The "forceful blow" (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers  Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.
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3 '''MMA give Exalted characters an advantage''': An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.
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4 '''Not every situation requires the use of essence''': Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.
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5 '''MMAs make non-charm fight actions have a "style":''' Yes, stunts give an attack or a scene "style" but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.
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6 '''MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you.''' They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA "5 dragon style" (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several "behind the scenes"  with no extra work
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7 '''MMA give mortals an advantage''': many MMA charms add permanent effects or attack options that are not really "charm use" thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted
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8 '''Not every character in Exalted (the game) is himself Exalted''': PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.
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9 '''PC or not, it does not make sense that mortals would work so long and hard for nothing:''' who would go from "having no special abilities" to "essence 3 and martial arts 5" with nothing to show for it. The gulf also seems large from maximum human essence to "charms": MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities)
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10 '''MMAs can make running "little" martial arts badguys easier while still making them interesting:''' A Heroic Mortal opponent requires a lot of "essence bookkeeping" for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another "he swings his sword" guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him.
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 +
 
 +
 
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== MMAs do require a lot of work on a mortal's part: ==
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I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.
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 +
 
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In my MMAs the "charms" have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the "Favored Skill" of that charm, which determines if the charm was easier to learn for the character.
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If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts.
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If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.
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 +
 
 +
 
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== MMA require less from more powerful characters ==
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 +
 
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Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.
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[[Experience table for MMAs]]
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a few styles I made up
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Adamant Leg style -  uses the advantages of a leg's strength and reach to maximum potential
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Harmonious Foot and Fist - using all limbs makes this style more powerful.
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 +
[[Five Stones Style]] - take 10 punches to deliver 1.
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[[Wisdom in Fury Style]] - nature lends fury a reckless strength, this marital artist learns control in fury
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[[The Style of Six and Twelve]] - if you do the hitting then you don't get hit.
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Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none
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python spirit style
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the art of polite conflict - it is never polite to be in the way of someone who wants to fight
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art of tears, science of widows - an art of surprise and stealth

Latest revision as of 02:36, 23 June 2013

Mortal Martial Arts (MMA)

by Jimcrimson

Why Mortal Martial Arts (MMAs)?

Ew, man. Wasn't TMA degrading enough? - willows


While Willow’s question is humorous, it also has a point. Why have even less powerful Mortal Martial Arts (MMAs) in a game about being a super high powered hero? Isn't Terrestrial Martial Arts (TMA) already "bottom of the barrel"?


Here are my reasons why MMAs should exist:


1 From the perspective of already existing martial arts: there are abilities that the Immaculate Monks have with their signature weapons that are not charms yet which modify the way these weapons are used, in my view, these are rules modifications are the "stuff" of MMAs.


2 MMA mechanics already exist to a limited extent in the combat section, adding more just makes sense: The "forceful blow" (Core p 158) is like an adverb - it modifies other attack actions so you lose some ability (in this case attack dice) to gain another (in this case damage). They do not need to be included in combos because they are natural skills, not essence fueled powers Most MMA charms can be looked at as these kinds of special actions modifiers, ones that either improve an already existing modifier, create a new modifier, or modify an already existing action - like the aim action for example. Looking at it, the Immaculate styles have an example of this too - Fire Immaculate flurries are modified in a way similar to this.


3 MMA give Exalted characters an advantage: An Earth Immaculate Monk's +2 to overwhelming with his favored weapon is hard to laugh off. It stacks with charms, does not require a combo and doesn't cost anything except the opportunity to chose a different kind of weapon.


4 Not every situation requires the use of essence: Essence is not an unlimited resource, even for the Gods. Even if you have a lot of it, it is not always wise to use your peripheral essence. The solution is MMA.


5 MMAs make non-charm fight actions have a "style": Yes, stunts give an attack or a scene "style" but they do not encourage one, specific set of combat maneuvers that make stunts consistent in theme for one character over time, MMAs can reward players for doing that.


6 MMA can account for the subtle style differences that essence wielding martial artists have that allow them to tell who trained you. They don't even have to be subtle differences! 2 stylists with the first 5 charms of the TMA "5 dragon style" (book of exalted power: the Dragon Blooded) but different MMAs - 1 based on taking aim actions and 1 based on flurries using both punches and kicks - are going to look like VERY different arts, even thought the TMA charms are identical. Among other things, this is good for a ST because 1 TMA or CMA style can become several "behind the scenes" with no extra work


7 MMA give mortals an advantage: many MMA charms add permanent effects or attack options that are not really "charm use" thus they can be stacked, which lets clever mortals with a complete style (8 charms) and a little luck get effects roughly in line with the power of a 2 charm combo, this can be as powerful as a 3 charm combo if this Mortal also knows a few TMA charms. This means mortal's no longer have to be able to soak or hurt their opponent, now they can do 1 and a little of the other... while still not taking spotlight away from the exalted


8 Not every character in Exalted (the game) is himself Exalted: PCs who are Heroic mortals, godblooded and others who cannot make combos deserve more than they get, and if they are willing to deal with the tradeoffs of having a limited and memorable style, then they should be able to get advantages for that.


9 PC or not, it does not make sense that mortals would work so long and hard for nothing: who would go from "having no special abilities" to "essence 3 and martial arts 5" with nothing to show for it. The gulf also seems large from maximum human essence to "charms": MMA bridge the gap - especially if you use an optional rule that the last 2 charms in the form awaken your essence and allow you to begin learning a TMA. (I allow them to take 1 charm in a TMA style similar in concept to the completed MMA - starting at essence 2, then the rest of the style requires essence 3. this makes a much smoother and more reasonable rise in abilities)


10 MMAs can make running "little" martial arts badguys easier while still making them interesting: A Heroic Mortal opponent requires a lot of "essence bookkeeping" for not much gain and you have to decide which abilities they use - kind of a pain, yet you don't want yet another "he swings his sword" guy. Most MMA charms should add a bonus to a particular kind of action - perhaps +1 attack die and +1 damage to attacks made while leaping - making those actions common in the style without making it harder to run him.


MMAs do require a lot of work on a mortal's part:

I have seen arguments before on this board about Martial Arts skill being too broad. I agree, but rather than worry about it for nameless thugs whose stats don't matter much, or for exults who have the essence to make the skill do what they want it to do, MMAs are an easy way to reward skill diversification with more martial power than a similar exalt with only charms and the Martial arts skill.


In my MMAs the "charms" have a martial arts score minimum and a minimum in another skill. If the charm has a duration it is based on this other skill. This other skill is also the "Favored Skill" of that charm, which determines if the charm was easier to learn for the character.


If a style allows weapons, even martial arts weapons, then the character can only use weapons with the style if they also have the same minimum in melee as is required for Martial Arts. if a style is primarily ARMED than it can only work unarmed with an equal amount of Martial Arts.


If you allow these arts to awaken the practitioners, you may also choose to add minimums for non-combat skills like integrity, lore or crafts to the 7th and 8th charm.


MMA require less from more powerful characters

Yes, MMAs are no substitute for any charms and so they cost less for the exalted to learn, they should not require the non-combat ability minimums needed for enlightenment charms and it may be possible for them to buy charms for 1 more xp (still less than a mortal could buy it for)if they do not meet all if the ability requirements.

Experience table for MMAs


a few styles I made up


Adamant Leg style - uses the advantages of a leg's strength and reach to maximum potential

Harmonious Foot and Fist - using all limbs makes this style more powerful.

Five Stones Style - take 10 punches to deliver 1.

Wisdom in Fury Style - nature lends fury a reckless strength, this marital artist learns control in fury

The Style of Six and Twelve - if you do the hitting then you don't get hit.

Lessons of the coy dynast style - to gain the greatest prizes you must woo many at once, yet promise to none

python spirit style

the art of polite conflict - it is never polite to be in the way of someone who wants to fight

art of tears, science of widows - an art of surprise and stealth