Firehawk Games
Firehawk Games RPG Products => Fantasy Express => Topic started by: Rasyr on April 13, 2025, 04:49:55 AM
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Ok, one of the things that I am working on is consolidating all of the Offensive, Defensive, and Martial Moves inyo a single group of Combat Moves, and then expanding them, adding more moves overall.
Here is my current lists:
As you can see, I currently have about 110 Moves listed in total, though a number of the Melee and Martial Arts Basic Moves are deplicated. That is because I will be writing their descriptions slightly differently for the Martial Arts.
Unarmed Brawling would still fall under the Melee Moves
Combat Styles will be what I call an Irregular Skill. It is initially gained like any other Special Skill (Special Skills are only gained once normally, and once gained, they affect other regular skills -- for example, the Special Skill Martial Arts, gives +1 Hit of damage for every 3 ranks in the Brawl skill, up to a max of +5, it also gives unarmed attacks some weapon qualities, such as Martial, that they normally do not have).
Once gained, it must then be developed like any other skill, but it may have its own prerequisites. Here is an example:
Fencing
This style of fighting focuses on using a Light Blade (i.e. a Butterfly Sword, Kopis, Rapier, Scimitar, Short Sword, Smallsword, or Wakazashi) to make quick devastating attcks. Those who utilize this style rarely wear anything heavier than Soft or Reinforced Leather armor. Many users of this style will often compliment their mobility with a Buckler/Target Shield for a little added protection.
Prerequisites: The character must have the Special Skill, Weapon Focus, for the weapon to be used with this style and gain its benefits. The character must also have an equal or greater number of skill ranks in the Blades skill as he has in this Style Skill.
Benefits:Those using this style gain a +1 to their Defensive Modifier, and an extra +1 to any Basic Moves marked as Martial. They also gain access to the following Advanced Moves: All Out Attack, Jab, Probe, Quickfire Attack, Slash, Stab, Thrust
Quick recap of some of the moves...
All Out Attack: +2 AB, -4 DM, +Half Action, Effect: Character puts everything they have into their attack, and gains +4 to the Damage Rating of their attack. The attack does +1 Hit per point over 20 than is normal (i.e. a Dagger would do 2 Hits for each point over 20, while a Bardiche would do 3 Hits per point over 20).
Stab: +2 AB, -2 DM, Effects: May trade Hits for Bleeding damage. For every 5 Hits subtracted from the total dealt (before AR is applied), gain +1 Bleed (in addition to any Critical Results selected).
Thrus: +2 AB, +3 DM, Effects: Attack deals no Scaled Damage, but does 1 Bleed (regardless of any Critical Results from Success Levels earned).
Notes: AB = Attack Bonus, DM = Defensive Modifier (which is subtracted from attacks against the character), Unless the weapon has the Weapon Quality of Swift, it takes a Full Aciton to make an attack without a -4 modifier (Swift weapons may use a Half Action to attack without the -4 modifier). A character may use both a Full Action anad a Half Action in a single round (-4 to all actions if this is done).
So, that All Out Attack, if done with a Swift weapon requires using a Full Action. If done with a weapon that is not Swift, it takes a Full and a Half Action (so takes 2 rounds to perform, OR takes one round with an AB of -2 (from the -4) instead of +2) -- players choice on which...
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Just a quick thought. Reading through your post, I wondered whether it could be possible to have instead of combat move list, something like scalable moves.
Not sure if what I say makes any sense to you…
The transition would be the same as going from a spell list to scalable spells.
You could have a « power attack » move with some options like additional damages, cleaving effects, hard to parry…
Actually, this may be more akin to spell bases than scalable spells. Combat moves could be increased damage, better accuracy, further range, enhanced speed…
That’s just out of my mind. I have not given it any thought. What do you think ?
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Interesting concept, and some of the moves are kinda already like that.... (barely)
In that you decide the end result - Like Quickfire Attack allows you to increase your initiative for the round, by takeing a -1 to AB for every +2 to init (limited by ranks in your combat skill).
The problem that I foresee though is that unlike spells, these Moves (not including the ones that utilize Conflicting Action rolls) are all basically modifiers to the base combat skill to one degree or another.
To have something along those lines, there wou.....
As I was typing the above line, it occurred to me that the nearest equivalent to what you are talking about would actually be the Style skills.....
The Fencing Style was built with 7 Advanced Melee Moves, so that would be akin to a Spell (a single skill) with multiple different effects just as the Style Skill is a wepaon skill with several different effects/
the combat moves are essentially the building blocks behind those Style Skills (
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All of the moves are done, working on the Combat Styles now
Completed
Weapon Styles
Arnis/Escrima -- stick fighting
Double Weapon -- a polearm style (good for using the swordstaff)
Fencing -- mentioned above
Kali - dagger & stick style
Saber Claw - uses a type of dagger called the ulak (https://www.medievalcollectibles.com/product/silver-ulak-saber-claws/)
Shield Adept -- use your shield better
Still to be done
Weapon Styles
Two Swords -- using two short blades together (i.e. butterfly swords, short swords, smallswords, etc..)
Zen Archery -- a ranged style
Martial Arts Styles
Ch’uan Fa -- have to figure out this one, it gets the chi bolt ability....
Kongjin Fa -- the way of the fist, can do elemental fists
Kuo Shu -- essentially Kung Fu
Pankraton -- a wrestling style
Pugilism -- a boxing style (often uses the Cestus or fist loads...)
Xingyi -- a style involving lots of grabs, sweeps and throws...