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prufock
2018-03-19, 01:12 PM
In searching for a good RPG to emulate 2D fighting games, I looked into a bunch of options but found nothing satisfactory. This system is designed to be fairly straightforward, but flexible enough to recreate a variety of fighting game characters and mechanics.

This is a work in progress, so I'm open to suggestions. I'm interested in finding and closing loopholes, exploits, and broken mechanics that I may have overlooked.

Introduction

Beat ‘Em Up is a role-playing tabletop system for emulating fighting games. It includes rules designed to create fighting characters and craft stories as a group based on one-on-one or team tournament-style close combat. Beat ‘Em Up uses a d10 system, so you will need at least one 10-sided die.

Beat ‘Em Up is a game for at least 3 players, but works best with 4 or more. One player takes the part of the Referee. The Referee creates the setting, controls non-player fighters, and sets up the story in which the fighters act. While the referee often takes an antagonistic role to the players by controlling villains, players and Referee should work together in this game to create the story and, above all, to have fun!

Beat ‘Em Up assumes a world in which fighting is used to solve disputes, resolve differences, and compete. While violence in real life should be avoided, in fighting games it is the norm.

Characters

Before applying any mechanics to your character, you should have a general idea of what type of fighter he or she is. Think about and write down some notes on your fighter's background, fighting style, appearance, motivation, and personality.

Abilities

Your fighter has five abilities to represent the core of your fighting effectiveness: Speed, Technique, Endurance, Muscle, and Power. You may distribute 25 points among these abilities. Each ability has a minimum of 1 and a maximum of 10. The referee may instead allow you to roll 1d10 for each ability.

Speed measures the number of actions you can take, your ability to avoid hits, and how quickly you act.
Technique measures your training, finesse in combat, and ability to outmaneuver your opponent.
Endurance measures your health and your ability to take a hit and keep fighting.
Muscle measures your brute strength, potential to deal damage, and grappling ability.
Power measures your inner life force, or chi, and determines the power of your special attacks.

A score of 5 is average for a fighter, while a score of 1 means you are in the bottom 10% of all fighters, and a score of 10 means you are the best a fighter can get in that ability. Non-fighters controlled by the Referee effectively have 0 in these abilities; even worse, they automatically fail if using these abilities against a fighter, and fighters automatically succeed when using these abilities against a non-fighter.

Your fighter has Health equal to 5 times his or her Endurance score. Alternatively, you can roll 1d10 for each point of Endurance your fighter has and add the results to determine your fighter’s Health score.

Noncombat Skills

In some cases, fighting abilities may be used outside of combat. For example, Speed is used to determine jumping distance or speed in a foot race; Technique is used to identify fighting styles and pick out strengths and weaknesses; Endurance is used for holding your breath or enduring a very tiring task; Muscle is used for lifting objects or breaking through doors; Power is used for concentration. Noncombat skills are used when these abilities do not apply. You could also select a noncombat skill to shore up a weakness, such as selecting “breaking and entering” if the fighter has a low Muscle score.

Your fighter has 5 noncombat skills. These skills can be anything that generally isn’t useful in a fight. They can reflect your character’s profession, hobbies, training, or inborn talent. Choose any 5 skills that your referee allows. Roll 1d10 five times and assign each score to one of your skills, or distribute 25 points among them (1-10). Skills other than these 5 have a score of 0 – you can still attempt them, but are not trained at all. Using noncombat skills is similar to using combat skills, except your referee sets the target number, from 1 (extremely easy) to 10 (average difficulty) to 20 (extremely hard).

Noncombat skills generally include the various tools required to use that skill, such as a first aid kit for First Aid, a vehicle of some sort for Driving, and so on.

Example noncombat skills: Computers, Cooking, Craft, Deception, Driving, First Aid, Lock-picking, Perception, Pickpocketing, Performance, Stealth

Character Advancement

There are no character levels in Beat ‘Em Up. For the most part, the game assumes that characters will remain the same throughout a series of adventures. Character rewards should come in the form of the advancement of plot, the development of character persona, or other in-world boons. The Referee is even free to give the fighters temporary mechanical advantages.

However, for a long-running game, or a character reappearing from one game to another, or a game for which the players and referee simply want a fast progression of abilities and power among characters, it is possible to give the players mechanical improvements

The schedule of improvements is not set; instead, it should be agreed upon by the Referee and players. Generally, the Referee can offer the characters an improvement after important (or “boss”) fights, after each session, after a complete arc, after accomplishing a player-driven goal, or after each fight (for really fast advancement). A Referee may decide to start the game with more powerful fighters, giving characters a number of improvements at character creation.

Each time the fighter gains an improvement, they can choose one of the following options.
Increase one ability by 1, to a maximum of 10. If you increase Power, you may add 1 point to all special maneuvers. If you increase Endurance, add the appropriate amount of Health.
Increase one noncombat skill by 1, up to a maximum of 10.
Choose one new noncombat skill with a starting score of 5 (or roll 1d10).
Add one new special maneuver.
Add one new super maneuver.
Add one advantage without an accompanying disadvantage.

prufock
2018-03-19, 01:14 PM
Maneuvers

Maneuvers refer to the things a fighter can do during combat.

Basic Maneuvers

All fighters can make use of the basic combat maneuvers.

Boast – You spend 1 action to gain one Heat.
Block – You can spend 1 action to reduce the damage from a Hit by your Endurance score (minimum 1).
Change Stance – You spend 1 action to switch your relative stance to your opponent from offense to defense or vice versa, beginning in the next sequence.
Charge – You can power up an attack, increasing the damage on a maneuver made in your next turn by 1 for each action spent (maximum 10 damage).
Counter – You can spend 1 action to try to deflect an opponent’s Hit, Grapple, Throw, or Trip maneuver. You make a Technique check, which replaces your Speed+5 or Muscle+5 as the target number for your opponent’s maneuver.
Delay – You hold your action, in order to use more complex maneuvers that require more actions in the next sequence. He may transfer actions from one sequence to the next on a 1:1 basis.
Dodge – You can spend actions to increase your Speed versus a single attack by 1 for each action spent. Roll 1d10; add half the result/the higher of 5 and the result/the result or 5+the result if under 6.
Escape – You can spend 1 action to escape a grapple, requiring a Muscle or Technique check (whichever is higher) versus the opponent’s Muscle+5, or to let go of a grappled opponent.
Focus – You can spend actions to improve your Technique roll on your next turn by 1 for each action spent (maximum Technique 10).
Give Up – You can spend 1 action to quit the fight, giving the other fighter the victory.
Grapple – You can spend 1 action to make an attack that grabs your opponent instead of dealing damage, rendering him immobile until he escapes or you let him go. Making this attack requires a successful Muscle check versus the opponent’s Speed+5.
Hit – You can spend 1 action to make a simple attack using your fist, foot, elbow, knee, head, or other body part. Making an attack requires a successful Technique check versus the opponent’s Speed+5.
Jump – You can spend 1 action to jump straight up into the air, becoming airborne. Attacks that are limited to ground-based automatically miss you.
Move – You take 1 step away from or toward your opponent for each action spent.
Pick Up – You can spend 1 action to pick up an item or weapon from the battlefield.
Push – You can push an opponent one step away from you by making a Muscle check versus the opponent’s Muscle+5.
Recover – You can spend actions to regain 1 Health for each action spent, up to your maximum Health.
Stand – You can spend 1 action to stand from prone.
Swap – You can spend 1 action to swap places with your opponent.
Taunt – You can spend 1 action to taunt your opponent, temporarily reducing one of his abilities on a by 1 for each action spent (minimum 1) for the next turn.
Throw – You can spend 1 action to throw a grappled opponent with a successful Muscle check versus the opponent’s Muscle+5. The opponent moves a number of steps equal to the difference between your Muscle check and his Muscle+5 (minimum 1 step), and takes the same amount of damage.
Trip – You can spend 1 action to make an opponent prone with a successful Technique check against the opponent’s Speed+5. A trip is a ground-based attack.
Use Item – You can spend 1 action to use an item you picked up, unless it falls into another category.
Use Terrain – You can spend 1 action to use a terrain feature unless it falls into another category. The referee may require additional actions to interact with the terrain in complex ways.

Complex Maneuvers

All fighters can use complex maneuvers. Complex maneuvers modify Basic maneuvers in various ways by spending additional actions. A Complex maneuver may use more than one of these modifications.

Counter-Attack – By spending 1 additional action, your Counter maneuver may also include a Hit. If the Technique check for the Counter maneuver fails, the Hit maneuver is wasted.
Dash-Attack – By spending 1 additional action, your Move maneuver may end with a Hit.
Grapple-Push – By spending 1 additional action, you may Move with a grappled opponent, pushing or pulling it a number of steps with you. To do so requires a Muscle check versus your opponent’s Muscle+5.
Jump-Attack – By spending 1 additional action, your Hit maneuver may be performed while airborne.
Jump-Move – By spending 1 additional action, your Move maneuver can be performed while airborne.
Roundhouse – By spending 1 additional action, your Hit maneuver knocks the opponent back a number of squares equal to the difference between your Muscle score and your opponent’s Muscle score.
Uppercut – By spending 1 additional action, your Hit maneuver knocks the opponent into the air, making him airborne. At the beginning of his next turn, he lands on the ground, leaving him prone.

Special Maneuvers

Each fighter creates a suite of their own Special Maneuvers. To create a Special Maneuver, start with one Basic maneuver. Then, add one or more of the special modifiers listed below. You add up the costs of these extras, which may be no higher than your fighter’s Power score. Each fighter begins with 5 special maneuvers. Using a special maneuver requires a number of actions equal to the cost of the base maneuver +1.

Airborne (1 point) – The maneuver sends the target airborne.
Alternate Damage Source (1 point) – The maneuver deals damage equal to your Power score instead of your Muscle score.
Basic Component (1 point) – The maneuver includes the effect of an additional Basic maneuver. The actions required for the Special maneuver are equal to the highest number of the Basic maneuvers +1. You can select this extra more than once. You must make any checks required for your Basic maneuvers.
Complex Component (1 point) – The maneuver includes the effect of a Complex maneuver. The actions required for the Special maneuver increase by 1. You can select this extra more than once.
Damage (1 point) – A maneuver that deals damage has its damage increased by 1 for each point spent to a maximum of 10.
Daze (1 point) – A maneuver that does damage causes the opponent to lose one action in the current sequence for each point spent on this extra.
Difficult (-1 point) – A maneuver that requires a Technique check is made at a penalty equal to the number of points recovered.
Fast (1 point) – A fast maneuver uses one less action than normal per point spent on this extra, to a minimum of 1 action.
Immobilize (1 point) – The maneuver reduces the target’s Speed on his next turn by your Power score (to a minimum of Speed 1) for the purpose of target numbers and checks. If you spend two points on this extra, the maneuver leaves the target immobile.
Instant Move (1 point) – A Move-based special maneuver takes place without crossing the distance between.
Knockback (1 point) – The maneuver knocks the opponent back a number of steps equal to the difference between your Muscle score and your opponent’s Muscle score (or Power score if the maneuver includes Alternate Damage Source). You can select this extra multiple times to increase the number of steps your opponent moves by 1 for each additional point spent.
Knockdown (1 point) – The maneuver knocks the target prone.
Pull (1 point) – The maneuver moves the opponent a number of steps toward you equal to the difference between your Muscle score and your opponent’s Muscle score (or Power score if the maneuver includes Alternate Damage Source) to a minimum distance between you of 0 steps. You can select this extra multiple times to increase the number of steps you can move your opponent by 1 for each additional point spent.
Ranged (1 point) – The maneuver can affect a target a number of spaces away from you equal to your Power score. You may take this extra a second time to affect a target at any distance over the battlefield.
Requirement (-1 point) – If a maneuver has a requirement, it costs 1 point less. Requirements include: opponent must be prone, opponent must be grappled, ground-based, opponent must be stunned, and so on. This extra may be selected multiple times.
Slow (-1 point) – A slow attack requires an additional number of actions in a sequence to complete. For each additional action required, the special maneuver’s cost is reduced by 1 point.
Stun (1) – The target of this maneuver makes an Endurance check against your Muscle+5 (or your Power+5 if this maneuver includes Alternate Damage Source). If the fighter fails this Endurance check, he is stunned. A stunned character can use no maneuvers on the following turn.
Tiring (-1 point) – Your maneuver tires you, making you unable to take any actions on your next turn. You can choose whether this occurs on a successful maneuver or an unsuccessful maneuver. For -2 points, you are tired whether it was successful or not. Maneuvers that have no chance of failure automatically leave you tired for -1 point.
Unavoidable (1 point) – An opponent cannot choose the Dodge action in response to this maneuver.
Unblockable (1 point) – An opponent cannot choose the Block action in response to this maneuver.
Weak (-1 point) – A maneuver that deals damage has the damage lowered by one for each point recovered.

Descriptions for special maneuvers can be anything the player chooses, provided it fits the tone and makes sense to him and the referee. A ranged attack, for instance, could be a fireball, a gun, throwing knife, or telekinesis. Special maneuvers have the usual minimum of 1 and maximum of 10 to checks, target numbers, and damage.

Super Maneuvers

Each fighter begins with one super maneuver, often referred to as a Finisher or Finishing Maneuver. Super maneuvers are built with the same rules as special maneuvers, except the number of points you can spend on them is not limited. However, executing a Super maneuver is more difficult than a regular Special maneuver. A Super maneuver uses a number of actions equal to the base maneuver +2. Performing a Super maneuver also requires you to spend a number of Heat equal to the Power cost of your maneuver minus your Power score (minimum 1 Heat).

For example, a fighter with Power 5 and a Super maneuver worth 12 points must spend 7 Heat to use it. A fighter with Power 10 and a Super maneuver worth 8 points must still spend the minimum 1 Heat to use it. Depending on the tone of the game, a Super maneuver may or may not be fatal if it drops the opponent to 0 Health.

prufock
2018-03-19, 01:15 PM
Action!

There are two types of scene in Beat ‘Em Up – Story and Combat.

Story scenes does not use actions, maneuvers, or sequences; it is the section of the game in which fighters do anything except fight. They can talk to each other or non-fighters, use skills, investigate mysteries, explore, or create their own plot lines.

Combat scenes in Beat 'Em Up take place in a series of sequences in which the fighters take turns using actions to perform maneuvers. A fighter can use a number of actions in each sequence equal to his Speed score. On each turn, the fighter performs a maneuver that uses up a number of these actions. During a turn, each fighter declares their maneuver, rolls any necessary checks, and resolves the effects (such as damage) with adjudication from the Referee. A fighter with 0 actions remaining in a sequence does nothing during the turn. Once both fighters have reached 0 actions in the sequence, a new sequence begins with both fighters having their full allotment of actions available.

Initiative

At the beginning of combat, each fighter rolls 1d10+Speed. The fighter with the higher total is on offense, which means he or she declares their action first in each turn. The fighter with the lower total is on defense. Each fighter’s maneuver in a turn takes place roughly simultaneously; however, in cases where one successful maneuver would stop the other from occurring, the fighter on offense has the advantage. For example, if the fighter on offense declares a Grapple maneuver, and the fighter on defense declares the Jump maneuver, the offensive fighter’s success would overrule the defensive fighter’s Jump (since you cannot take a Jump maneuver while grappled). The defensive fighter’s action for this round is wasted. Fighters can change their initiative using the Change Stance maneuver.

Example of a Fight Sequence

Fighters Chriss Chross and Brain Crutch enter combat, rolling initiative. Chriss Chross rolls a 10 (5+5 Speed) and Brain Crutch rolls a 3 (1+2 Speed), so Chriss Chross is on offense and Brain Crutch is on defense. The fighters begin the combat scene 2 steps apart.

Chriss Chross declares his maneuver first, a Complex maneuver Jump-Move-Attack toward Brain Crutch. This uses 4 of his 5 total actions for the sequence (2 points for a two-step Move, 1 point for the Jump, and 1 point for the Hit). In response, Brain Crutch chooses to try the Complex maneuver Counter-Attack, using both of his total 2 actions (one for the Counter, one for the Hit).

Chriss Chross rolls Technique, which would normally target Brain Crutch’s Speed+5. However, the Counter maneuver allows Brain Crutch to roll an opposing Technique check instead. Chriss Chross has a 3 in Technique but is lucky enough to roll a 10; Brain Crutch has a 7 in Technique, and rolls a 6 for a total of 13. Since Chriss Chross only has to meet or beat the target number, Chriss Chross hits and deals damage to Brain Crutch equal to his Muscle score. Damage is subtracted from Brain Crutch’s Health. Since Brain Crutch’s Counter was not successful, his Hit maneuver is wasted.

Now Chriss Chross has one action remaining, but Brain Crutch has 0. Chriss Chross uses his action to taunt, reducing Brain Crutch’s next Technique check by 1. Since Brain Crutch has no actions remaining he does not get a responding maneuver.

This ends the first sequence. The second sequence begins with both fighters having all their actions restored (and Brain Crutch with a -1 Technique in the first turn).

Conditions

Airborne – While airborne, the fighter is effectively immobile and is immune to ground-based maneuvers.
Immobile – An immobile fighter cannot use the Dodge, Jump, Move, or Stand maneuvers.
Prone – A prone fighter cannot use the Jump maneuver without first taking the Stand maneuver. While prone, each of your abilities is reduced by 1 for the purpose of checks and target numbers. This does not affect your available actions or the point cost of your Special and Super maneuvers. A prone fighter’s maneuvers are all ground-based.
Stunned – A stunned fighter cannot take any action on this turn. A fighter becomes stunned if he takes damage in a single sequence equal to or greater than half his health or if hit by a Special maneuver with the Stun extra. A fighter can only be stunned once per sequence.

Heat

Each fighter begins the fight with 0 heat. To perform a Super maneuver, the fighter must spend Heat equal to the difference between the point cost of the Super maneuver and the fighter’s Power score (minimum 1 Heat). Heat can be gained in the following ways.

Combos – You gain Heat for chaining combos. A combo is any series of turns during which you deal damage to your opponent. A combo chain is broken if you miss, if you take a turn doing something other than dealing damage, or your opponent deals damage to you. You gain one Heat for each maneuver in a combo chain after the first.
Boast maneuver – You can gain one Heat as a basic maneuver.
Winning one round – If you win a round of a multi-round fight, you gain one Heat.
Referee bonus – The referee may decide to grant you a bonus Heat for roleplaying your concept, story reasons, exceptional performance in a past fight, and so on.

Battlegrounds

A “battleground” is any place in which a fight takes place. These battlegrounds often include terrain features that can be incorporated into the fight, weapons that can be picked up, or obstacles to maneuver around. The battleground itself is up to the Referee’s imagination, but common battlegrounds include outdoor scenes, a fighting ring, a cage, an alleyway, or a spaceship.

Terrain may exist in three dimensions, but this system assumes that the fighting frame is two-dimensional, with the fighters always facing each other. They may sidestep or move to another area of the battleground, but the framing is always that of a straight plane between the two.

prufock
2018-03-19, 01:16 PM
Reserved for Optional Rules.

prufock
2018-03-19, 01:21 PM
Reserved for anything else that's necessary.

Gorum
2018-04-07, 10:09 AM
UPDATE: So I've had 41 views but no replies. Anyone have an idea as to why? Is there too much detail here?

Here's my guesses, but it might be confirmation bias:

1) People into the homebrew section are not drawn to Homebrew systems. They're mostly special snowflakes looking for a way to improve their odds with permissive yet sadistic GMs. Or just permissive DM, they being sadistic toward things like Game Balance. I saw someone post a whole new set of devils that made far more sense for DnD 3.5 / 3.PF and he got no answers.

2) TTRPG based upon button-mashing and/or highly technical games don't feel appealing. TTRPGs are all about taking it slow. There's a thematic dissonance. Combine this with the "4 players, 2 active at a time", and it becomes a bit off-putting.

3) Posting images might lighten up your posts. Of course, it's just three posts: that's short for the gist of a TTRPG. But spacing it up and providing visual cues, even if only ripped off, would allow the brain to take pauses, and better immerse himself in the theme of your game. In the same vein, I would make a special category for basic actions like Give Up, Pick Up, Use item and Use terrain, you could do with a more minor list and 4 less options in that Wall of Text.


Now, for my personal opinion:

It looks neat. I'm not fond of 1-dice-roll systems (albeit a d10 is far from as bad as a d20) as bell curves leaves more power in the hands of the players at the cost of randomness. I would make a visual support so that people easily remember his character's Special and Super Maneuvers.

Speed allows you to act first, gives you more actions to both attack and dodge and allows you to boast in addition to doing more combos if your opponent don't manage his actions very carefully. And there's the whole offense / defense thing on top of that. I am unsure if this will lead to Heat quickly scaling up and down, and if so, if the characters relatively weaker Super Attacks (lower spirit) will affect him much.

Heck, looking back, maybe separating offensive and defensive action could be a good thing? Maybe spending more action in a round than you have Endurance should cost you Heat?

I don't know. This system is so alien to me.

Not a bad thing per se, except for peer review :smallfrown:

Gorum
2018-04-07, 10:38 AM
SUUUUUUPER MANEUVER!



Super Maneuvers
Super maneuvers are built with the same rules as special maneuvers, except the number of points you can spend on them is not limited...

Okay, I'll go read Special Maneuvers first.



Special Maneuvers

To create a Special Maneuver, start with one Basic maneuver.

...Okay. At least we skip over Complex Maneuvers. I'll pick this one:



Give Up – You can spend 1 action to quit the fight, giving the other fighter the victory.


Then we go back to Special Maneuvers...



To create a Special Maneuver, start with one Basic maneuver. Then, add one or more of the special modifiers listed below. You add up the costs of these extras, which may be no higher than your fighter’s Power score.


Let's say I'll have an average everywhere character. So 5. I have 5 points to spend. Sooo...



Unavoidable (1 point) – An opponent cannot choose the Dodge action in response to this maneuver.
Fast (1 point) – A fast maneuver uses one less action than normal per point spent on this extra, to a minimum of 1 action.
Fast (1 point) – A fast maneuver uses one less action than normal per point spent on this extra, to a minimum of 1 action.
Fast (1 point) – A fast maneuver uses one less action than normal per point spent on this extra, to a minimum of 1 action.
Basic Component (1 point) – The maneuver includes the effect of an additional Basic maneuver. The actions required for the Special maneuver are equal to the highest number of the Basic maneuvers +1. You can select this extra more than once. You must make any checks required for your Basic maneuvers.


So the special maneuver cost 2 Actions, the basic component added (Block) cost 1 action, I am refunded 3 (minimum 1), and the whole cost 5 points. Alright. Back to Super Maneuvers!



Super maneuvers are built with the same rules as special maneuvers, except the number of points you can spend on them is not limited. However, executing a Super maneuver is more difficult than a regular Special maneuver. A Super maneuver uses a number of actions equal to the base maneuver +2.

Still @ 1.


Performing a Super maneuver also requires you to spend a number of Heat equal to the Power cost of your maneuver minus your Power score (minimum 1 Heat).
So that's 1 Heat.


That's it?

Time to try it in combat.

> Win Initiative
> Boast
> Opponent attacks
> Use 1 action and 1 Heat from boast to block the attack and instantly give up.
> Battle ended
> I'm the only one who used his Super Maneuver

Awww yeah.

Gorum
2018-04-07, 10:48 AM
Awww yeah.

That said, Power 5 character special maneuver:
Boast + Boast + Hit + Weak + Fast + Fast + Fast

1 Action point (thus can be combo-ed), gain 2 heat, more if combo.

Then you go:
Boast + Counter + Fast + Fast + Fast



Those are not supposed to stack!


Boast + Hit + Fast + Weak + Unavoidable + Unblockable + Daze and you still win the action economy!

Cluedrew
2018-04-08, 09:23 PM
UPDATE: So I've had 41 views but no replies. Anyone have an idea as to why?First off I think the number of people who are just curious as opposed to ready to contribute is... high. So I'm not sure how many people who usually contribute to these things have looked at it.

For me I have to say this isn't a role-playing system so much as a combat system. I mean, sure there are combat focused role-playing games out there, but your entire non-combat system amounts two paragraphs. (OK 4, but the last two are one line each.) And although that is... not out of touch with a fighting game, role-playing games have different strengths and this is playing to few of those. So really, if you had rules about spreading reputation, your rank and position in a martial arts school and the politics of... I'm not entirely sure what you are going for lore wise here. Could be anything from Street Fighter to BlazBlue. But do that and I might be interested. A list of modifiers to moves in a combat system I have no reason (because it isn't attached to anything I like... or anything at all) to use isn't going to interest me. I don't know if anyone else shares that stance, but that is where I am.

Gorum
2018-04-08, 09:45 PM
For me I have to say this isn't a role-playing system so much as a combat system. I mean, sure there are combat focused role-playing games out there, but your entire non-combat system amounts two paragraphs. (OK 4, but the last two are one line each.) And although that is... not out of touch with a fighting game, role-playing games have different strengths and this is playing to few of those.

To be fair, for having tried it even as a joke, it fills the "character creation's strategy" part of a TTRPG really well. This, alone, made sure that even a game a horridly designed as DnD 3.X / PF remains popular.

For the fact it is a combat system (because I agree: it is), well, stories revolve around conflict, and combat is as far as I know the most dramatic source of conflict. So we have to forgive the fact that its combat resolution mechanic is the focus of a newborn system.



I'm not entirely sure what you are going for lore wise here. Could be anything from Street Fighter to BlazBlue.
Pretty sure the original intent was for it to be generic and adaptable. Street Fighter, Tekken, Mortal Combat, BlazBlue... you name it!



So really, if you had rules about spreading reputation, your rank and position in a martial arts school and the politics of(...) But do that and I might be interested.
I agree, that would be awesome. In a game, PCs could be directors of different schools and not even engage in battle unless it's a final battle to prevent your school from reaching utter disgrace, or something.

...

In fact, you've got me thinking... I might come up with something to spice things up a little.

Please, come back in a week or so. Unless Prufock came up with something in the meantime, I think I've got a martial arts school system idea to back this game up!

Gorum
2018-04-09, 10:08 AM
This post will be reworked -
Core Concept: The Siwang Jinbiaosai Tournament.

Wang Guo Empire

Immortal Emperor Jin Huang Di rules with a fist of steel. His military power is backed by his own very school of fighters, "Guge de Shou", also known as "The Skeletal Hand". One day, one of the Emperor's counselor was introduced to a soothsayer of legend who spoke of the Wang Guo Empire's fall. The soothsayer was brought to the Emperor where her forecast remained true.

"Among the population, one man will rise to challenge him, a challenge that he won't be able to deny, and will defeat him and overthrow his empire."

When asked about how likely those events are to pass, she answered:

"You might be able to extinguish the spirit of the hero for a while, but it will come back. And you will be defeated as soon as you let your guard down. Like a gardener who works to keep the weed away from his crops, so you too need to weed out those who should rise. Do not lure your foe to grow into the darkness, let him see the light for you will be able to see him grow and will be able to stomp him out!"

Fearing that the old soothsayer would spread her words and nurture the spirit of the hero, the Emperor had a Mansion built. To better hide the soothsayer, the Mansion would be hidden in plain sight as a school for "Guge de Shou", and as a place of tournament, and she was given the title of "Sensei Guge Linghun", or "Sensei of the Skeletal Soul". Then the Emperor divided his empire into 16 regions and had similar places of tournament built in each. "Sensei Guge Linghun" was to be guarded at all times and never to leave the "Skeletal Mansion", or "Guge Dasha".

Then progressively more lethal tournaments were held. Each region would have its schools compete against each other until a champion school was declared. Then, each champion School would go to the capital of "Shoudu", at the "Guge Dasha", where great renown and death were both as likely to be earned, and where the Emperor watched closely for the fighter who was bearing the Spirit of the Hero in order to crush him.

Note that, while showing immense skill and winning a vast majority of the tournaments, "Guge de Shou" did not win all of them. Over the decades, many a school came back victorious, but missing at least one of its students. Immortal Emperor Jin Huang Di with his "Skeletal Hand" kept the garden of fighters free of pesky heroic weeds.

Gorum
2018-04-09, 10:09 AM
Post with the regions, their politics and descriptions to come.

Gorum
2018-04-09, 10:41 AM
Core mechanics. Those will be reworked and expanded upon. It's a first draw.

Players form the Star Students of a school that would compete in the tournament. They design the school and their Sensei. The school has the following stats:

Influence measures the number of actions the school can take, its ability to demand favors (a.k.a. the speed at which the school can progress)
Reputation measures the school's ability to recruit students, and the average quality of a new Star Students (a.k.a. the starting power level of the PCs)
Infrastructure measures the school's ability to provide for Star Students. (Will speed up healing when wounded and increase the effects of training)
Legacy measures the school's ability to obtain favors, and increase the Fame obtained through challenges.
Knowledge determines the school's mastery of Super and Special Maneuvers. (Limits the players to a fixed pool of maneuvers.)

Furthermore, schools will have to be one of a few types.
Urban School: Based in the region's capital, once per month, the school may spend two School Action Points to interrupt another school's action in the capital. This includes a challenge from a school outside the capital to themselves, or any political action.
Rural School: Based in the countryside where the school is linked to the region's very identity, any loss of Fame is decreased by one point, minimum 1.
Wandering School: A wandering school's has no Infrastructure but the teachings of their Sensei merge as seamlessly as possible with tasks that allows it and their students to subsist. No point can be invested in Infrastructure at School Creation, but the school is always considered having Infrastructure 2.


Each school has [Nb. of PCs + Influence] actions per month. The school with the most influence in a region choose its actions first. At the start of a campaign, players are given 9 months to raise their school's fame in

JeenLeen
2018-04-09, 12:32 PM
I haven't read everything, but from looking at the system, I like how you do Actions per round as a way to incorporate faster and slower actions taking place in the same period of time. I was going to recommend you look at the tick system used in Exalted 2nd edition, but what you have here sounds simpler.

A recommendation I have is that you try to find the Street Fighter RPG. I think it was done by White Wolf, and it follows the d10 system similiar to old World of Darkness games. It certainly has some foibles, but it could give you an interesting insight. The game has stuff like the video game fights in it, that is, tournaments of 1 vs 1, but also has rules for group combat and social/obstacle-bypassing non-combat actions. (I can't say much about it, since I played it well over a decade ago, and it was my first solid introduction to a tabletop RPG. I didn't understand it well enough or have something to compare it to, so my memories aren't too helpful.)

An initial thing I dislike from seeing your system is all the multiple things one can do. It feels clunky. But I reckon it'd be a short learning curb to be able to use it well.

prufock
2018-04-09, 12:45 PM
First, thank both of you for the feedback! Some things have got me thinking. I'll try to address a few specific points that were brought up.


Speed allows you to act first, gives you more actions to both attack and dodge and allows you to boast in addition to doing more combos if your opponent don't manage his actions very carefully. And there's the whole offense / defense thing on top of that. I am unsure if this will lead to Heat quickly scaling up and down, and if so, if the characters relatively weaker Super Attacks (lower spirit) will affect him much.

Good points all. One of my main concerns is that Speed in particular is too powerful compared to the other attributes. I wouldn't want a situation where every fighter picks Speed 10 and then spreads out the remaining points among the other four. My second main concern is that any one maneuver is overpowered in comparison to the rest.


Heck, looking back, maybe separating offensive and defensive action could be a good thing? Maybe spending more action in a round than you have Endurance should cost you Heat?

These are both interesting ideas that would change the way action management works. Playtesting might reveal whether this would be a good idea.


> Win Initiative
> Boast
> Opponent attacks
> Use 1 action and 1 Heat from boast to block the attack and instantly give up.
> Battle ended
> I'm the only one who used his Super Maneuver

I know it's a joke maneuver, but this is the sort of critical analysis I've been looking for. As is, this maneuver is basically useless, because you could just Give Up as a one-action maneuver anyway, but it's good to get an idea of how the maneuvers can be toyed with.


That said, Power 5 character special maneuver:
Boast + Boast + Hit + Weak + Fast + Fast + Fast

1 Action point (thus can be combo-ed), gain 2 heat, more if combo.

Good catch. One limitation I should insert is "No Basic maneuver can be selected more than once in a single Special or Super maneuver." That would eliminate Heat-stacking from multiple Boasts in a single action. That was my intent but as the author you make certain assumptions that you don't make explicit.



For me I have to say this isn't a role-playing system so much as a combat system. I mean, sure there are combat focused role-playing games out there, but your entire non-combat system amounts two paragraphs. (OK 4, but the last two are one line each.) And although that is... not out of touch with a fighting game, role-playing games have different strengths and this is playing to few of those. So really, if you had rules about spreading reputation, your rank and position in a martial arts school and the politics of...
That's true, and basically by design. Conflict is almost exclusively resolved through combat in this system, and non-combat skills are more or less just character flavouring, though some task resolution is done through rolls. Of course, I'm making certain assumptions for this first draft that players will know the basics of what a TTRPG is and how to play one; I'm not interested in reiterating that here. Outside of combat, the R part of RPG is intended to be pretty free-form.

That said, it is certainly possible to flesh out the system with additional rules for playing different types of game. I have deliberately designed the combat mechanics as a modular system, which will have optional rules that can be added on top of the basics, depending on the degree of granularity a group wants to use. For example, there is an option for hard/medium/fast attacks, but these options are beyond the scope of this post (unless I get quite a bit more feedback on this much). Reputation would be perfect fodder for such an optional module. Or, at the referee's option, Reputation could be a non-combat skill.


I'm not entirely sure what you are going for lore wise here. Could be anything from Street Fighter to BlazBlue. But do that and I might be interested. A list of modifiers to moves in a combat system I have no reason (because it isn't attached to anything I like... or anything at all) to use isn't going to interest me. I don't know if anyone else shares that stance, but that is where I am.
Yep, that's intentional. In the final product there would be a chapter on settings, with information on realistic vs cartoonish, gritty vs lighthearted, time periods, etc. There would be no intellectual property license on this, so a home game could mimic anything from Clay Fighter to Mortal Kombat.

prufock
2018-04-09, 12:50 PM
A recommendation I have is that you try to find the Street Fighter RPG. I think it was done by White Wolf, and it follows the d10 system similiar to old World of Darkness games. It certainly has some foibles, but it could give you an interesting insight. The game has stuff like the video game fights in it, that is, tournaments of 1 vs 1, but also has rules for group combat and social/obstacle-bypassing non-combat actions. (I can't say much about it, since I played it well over a decade ago, and it was my first solid introduction to a tabletop RPG. I didn't understand it well enough or have something to compare it to, so my memories aren't too helpful.)

I actually have read some of the SF system, as well as FIGHT! and Thrash. They all have their merits, but I found none of them completely satisfying, which is what prompted me to try my hand at a version of my own.


An initial thing I dislike from seeing your system is all the multiple things one can do. It feels clunky. But I reckon it'd be a short learning curb to be able to use it well.
Do you mean the number of maneuvers? Yep, there are two dozen basic maneuver, and 7 complex maneuvers, so that is quite a lot. Add in each fighter's Specials and they definitely have a lot of options to consider. It's possible that I may be able to combine or eliminate some, however I don't want to lose anything that would take away from the "fighting game" feel of the abilities. Any suggestions in particular?

Thanks for the feedback.

Cluedrew
2018-04-09, 02:30 PM
Well I had most of the post written out, had to go and now it is kind of out of date. But here it is:I mean looking at the popularity of Pathfinder and D&D, you are not wrong. I'd even say you are right if correctness wasn't such a fuzzy matter. But honestly I think there is a difference between a table-top fighting game and a role-playing game based off of fighting games. For the record Beat 'Em Up! currently seems to be between those two, but a perhaps a bit too close to the former for my tastes. Let me illustrate with an example, a new stat:

Concentration measures how collected an controlled you are.

Example high concentration characters: old masters, assassins and technically fighters. Example low concentration characters: new students, impulsive characters, brawlers and power fighters. Hopefully that gives you an idea of what I'm talking about.

A computer fighting game will not have concentration. Those archetypes will likely appear, but they will not have stats to reflect that. It will appear entirely as flavour and on the player side.

A table-top fighting game might have it. To try and recapture the real time feel in a more turn based game. However it word probably be a trait or special feature that effects just a few particular moves, making it an interesting tactical choice.

A table-top role-playing game on the other hand probably should have some stats like this. They can effect things like taunt and boast, and probably should as well as a couple of others to make sure it gets used. But it also stretches outside of combat, and could serve as a bluff skill (stay deadpan) which has very little to with an actual fight, but is something characters in adventures might do.
One thing I will add with additional knowledge is that if you want to focus on combat, that's fine, but I would keep what is supposed to happen out of combat in mind for later. How much later is up to you.
OK focusing in on the combat side, here are some ideas:

On Active Defences: Almost all checks are (score)+1d10 vs. (opponent's score)+5. I suggest instead (score)+1d10 vs. (opponent's score)+1d10. Breaking ties probably goes to the initiator for that slight edge towards the game state changing.

Why? Subjectively I feel it fits the feel of hand-to-hand (as opposed to sword-to-shield) a bit better. More objectively it might make working in the rules for counters and various special defences easier.

On... OK I was going to say some other bits but I have to go again. Still I am beginning to see a technique based fighter I might play in this system. I bring this up because I think Special: Counter + Complex Component (Counter-Attack) + Fast + Fast + Unavoidable + Unblockable on a high technique fighter (then speed, then power) might also be broken.

JeenLeen
2018-04-09, 09:32 PM
Your fighter has Health equal to 5 times his or her Endurance score. Alternatively, you can roll 1d10 for each point of Endurance your fighter has and add the results to determine your fighter’s Health score.
I just caught this. The average result of a d10 is 5.5, so this slights a slight statistical edge to rolling over standard Health. Not sure what, if anything, you want to do with that knowledge, but I wanted to point it out.

On Speed as the God stat: you may want to consider having the Action/Round be a static number modified in some way by Speed. Maybe everyone gets 3 or 5 Actions + Speed/2 (round down), or something like that. Or a mix of Speed and Technique, since training can factor into efficient actions. If any of your attributes seems weaker than the others, using them could be a method. I could see something like:
Action Pool = 3 + (Speed + Technique)/2
Speed goes for initiative, but not much else.
Technique goes for... <I admit I didn't read the details>
Endurance is HP. That matters for everyone.
Muscle is raw damage. That matters for most everyone.
Power influences special attacks. Likely important if special attacks are done well (though I can see wanting the option of no specials but good basic attacks for a low Power build.)

Or accept that Speed is a God stat. In WoD, Dex is usually the most important. Maybe limit Speed to 8 for starting PCs, if it seems too powerful and you can't find a good way to balance it. I admit that's unsatisfying.


Do you mean the number of maneuvers? Yep, there are two dozen basic maneuver, and 7 complex maneuvers, so that is quite a lot. Add in each fighter's Specials and they definitely have a lot of options to consider. It's possible that I may be able to combine or eliminate some, however I don't want to lose anything that would take away from the "fighting game" feel of the abilities. Any suggestions in particular.

That is what I meant, but, no, no real suggestions. Like I said, I reckon one would get used to it after a game or two.

Well, one suggestion: if there's a defensive roll, use the average result instead of the roll (or something close to the average.) Sort of like how new World of Darkness doesn't have you roll Dodge, or how D&D 5th edition gives a bonus to Passive Perception if you have advantage/disadvantage. I admit I haven't read the combat well enough to know how Dodge and Block work, but if there's one less roll per action, that can help the speed a game can move at by a lot. Such probably helps the feel of a fighting game, too. While I loved oWoD, I loathed the mix of "roll attack", "they roll Dodge", "you hit, so roll damage", "they roll soak" to reconcile one attack.

---
Perhaps have something built-in if fighting multiple opponents? It seems the default will be 1-one-1 combat, but if a lot of mooks are fighting the PC or even a couple PC-level enemies fighting the PC, action economy could make you get KOed really fast. I could see something like a minor Speed, Heat, or Reputation boost as a temporary thing dependent on the number of foes you are fighting.

This could also apply in reverse, giving a group of PCs a disadvantage if they fight a boss. But not if they are fighting weak Fighters who are basically mooks (though I reckon fights like that aren't really in the theme for this game.)

I don't know what's best, but you could playtest a few fights of multi-vs-1 or 2-on-2 and see what happens.

prufock
2018-04-12, 12:57 PM
Thanks again for feedback. Some key points that stand out follow.


But honestly I think there is a difference between a table-top fighting game and a role-playing game based off of fighting games. For the record Beat 'Em Up! currently seems to be between those two, but a perhaps a bit too close to the former for my tastes.

Let me illustrate with an example, a new stat:

Concentration measures how collected an controlled you are.

Example high concentration characters: old masters, assassins and technically fighters. Example low concentration characters: new students, impulsive characters, brawlers and power fighters. Hopefully that gives you an idea of what I'm talking about.

A computer fighting game will not have concentration. Those archetypes will likely appear, but they will not have stats to reflect that. It will appear entirely as flavour and on the player side.

A table-top fighting game might have it. To try and recapture the real time feel in a more turn based game. However it word probably be a trait or special feature that effects just a few particular moves, making it an interesting tactical choice.

A table-top role-playing game on the other hand probably should have some stats like this. They can effect things like taunt and boast, and probably should as well as a couple of others to make sure it gets used. But it also stretches outside of combat, and could serve as a bluff skill (stay deadpan) which has very little to with an actual fight, but is something characters in adventures might do.
One thing I will add with additional knowledge is that if you want to focus on combat, that's fine, but I would keep what is supposed to happen out of combat in mind for later. How much later is up to you.
It's a fair point, and it could certainly be fleshed out with more RP-based mechanics in addition to the heavy focus on fight mechanics. When it comes to adding mechanics, my initial reaction is "What does it do? Is it necessary? Is it covered by something else?" I tend toward preferring simplicity over complexity.

Unpacking your Concentration example, it is certainly descriptive of a certain type of character, but my instinct is to say "What does it do?" Your answer as described is that it would alter some specific maneuvers in combat, and be used as potentially a social skill outside of combat. Taking the second use first, I think we're adding a level of complexity that isn't necessary. As written, we can have one of our chosen non-combat skills be Bluff, or even Concentration, where the referee will adjudicate when it applies. As written, there is a note that combat abilities can be used out of combat as well - one specific example is using Power (which is intentionally described vaguely enough that it could represent inner strength, discipline, or some supernatural ability) for concentration.

Now, the in-combat use of such a skill is a different matter. Granting a bonus or special feature to a specific maneuver is an interesting one. As I've said above, I intend this to be a modular system that will have optional rules that can be stacked on the base ruleset. Certain abilities could be bought for a point and resemble a "feat," such as Preferred Manuever, which could treat abilities as higher for a specific maneuver, for example.


On Active Defences: Almost all checks are (score)+1d10 vs. (opponent's score)+5. I suggest instead (score)+1d10 vs. (opponent's score)+1d10. Breaking ties probably goes to the initiator for that slight edge towards the game state changing.

Why? Subjectively I feel it fits the feel of hand-to-hand (as opposed to sword-to-shield) a bit better. More objectively it might make working in the rules for counters and various special defences easier.
The Counter maneuver actually does this, always using your Technique score in place of the target ability. I'm concerned about "too much rolling syndrome," as I said above I prefer simplicity, and less rolling = more simplicity. This is of course a personal preference. It's interesting to note that you and JeenLeen make opposite points:


Well, one suggestion: if there's a defensive roll, use the average result instead of the roll (or something close to the average.) Sort of like how new World of Darkness doesn't have you roll Dodge, or how D&D 5th edition gives a bonus to Passive Perception if you have advantage/disadvantage. I admit I haven't read the combat well enough to know how Dodge and Block work, but if there's one less roll per action, that can help the speed a game can move at by a lot. Such probably helps the feel of a fighting game, too. While I loved oWoD, I loathed the mix of "roll attack", "they roll Dodge", "you hit, so roll damage", "they roll soak" to reconcile one attack.
I do hope the game moves along fairly quickly in combat. As with all new systems, I imagine that would require a little practice to get a hang of the maneuvers and how the actions work, but I personally prefer less rolling to more rolling.


Special: Counter + Complex Component (Counter-Attack) + Fast + Fast + Unavoidable + Unblockable on a high technique fighter (then speed, then power) might also be broken.
I don't think this maneuver would work the way you might be envisioning. Two counters on the same maneuver wouldn't do much, and Unavoidable + Unblockable aren't necessary on a counter-attack, therefore you would only need one iteration of Fast to reduce it to one action. Let's consider Counter + Hit + Fast (3 points). What it does: when your opponent attacks you, you get a Technique roll to attempt to negate the attack. If the Technique roll succeeds, you get a Hit attempt. Essentially you've just created a duplicate of the Counter-Attack complex maneuver, but faster (using 1 action instead of 2).


I just caught this. The average result of a d10 is 5.5, so this slights a slight statistical edge to rolling over standard Health. Not sure what, if anything, you want to do with that knowledge, but I wanted to point it out.
The intent is that all fighters would be created with the same set of rules, so if one uses the die roll options, they all would. The same applies to generating abilities and non-combat skills. Maybe I should re-format this so that it all falls under one optional rule. Personally I don't like the rolling option, as it can create vastly uneven characters. One guy gets lucky and rolls two 9s, two 7s, and a 10, while another guy rolls two 2s and three 1s. I include it only because I know some players like random generation.


On Speed as the God stat: you may want to consider having the Action/Round be a static number modified in some way by Speed. Maybe everyone gets 3 or 5 Actions + Speed/2 (round down), or something like that. Or a mix of Speed and Technique, since training can factor into efficient actions.
While I think we're getting beyond the KISS method at this point, a slightly simpler version of this could work. Actions could be equal to something like 3 + half your Speed (rounded down). The average of such a method would still be 5.5 actions, but with less deviation from the mean, ranging from 3 to 8 instead of 1 to 10. It's an interesting option that would need to be playtested.


I can see wanting the option of no specials but good basic attacks for a low Power build.
I can see players prioritizing either one of Muscle or Power over the other. Either can be used to deal damage, grapple, etc.


Perhaps have something built-in if fighting multiple opponents? It seems the default will be 1-one-1 combat, but if a lot of mooks are fighting the PC or even a couple PC-level enemies fighting the PC, action economy could make you get KOed really fast.
While not outlined here, I have a general idea of how this will go. Fights assume a 2-D plane in this system, so if there are multiple fighters on a 3-D field, I think a 1-action basic maneuver to Face Opponent to adjust which plane you're on (it may be a free action, not sure yet). The other way multiple-enemy fighter combats would work is in a tag system, like Tekken Tag. Tagging in and out would be a 1-action maneuver as well.

Minions, on the other hand, would probably be either non-fighters or fighters with 1 in all abilities. As you said, though, mook fights are not really fitting with the theme of this game.

Thanks again for the feedback, I have a few ideas from this that I will work on!

Sir Brett Nortj
2018-04-12, 06:13 PM
A first I was like, oh please, nut after reading through all the variety of moves, it sounds pretty cool, dude.

Cluedrew
2018-04-13, 09:33 AM
I tend toward preferring simplicity over complexity.I go for the complexity as a cost model myself. (Which is to say, make sure you get something out of it.) That being said, I'm sure Concentration could be flushed out more, I know I have a couple of ideas, but it really is just an example. ... I see you like flat targets. OK here is one:


I don't think this maneuver would work the way you might be envisioning. [...] Counter + Hit + Fast (3 points)Even better, and there is space in there to add variants. Still let me write out my misunderstandings: A) For some reason I thought Counter-Attack was a special case about combining Counter + Hit, not sure why now. B) I'm still not sure why you can't block a counter attack. C) Or Dodge it. D) Oh "highest number of the Basic maneuvers" counts each type separately, got it.

On Simplicity: Yeah, I felt I had to come back to this. 24 basic options, another 7 options available to everybody and 21 options available to customize your 6 starting special options does not strike me as simple. It is a subjective thing so it may be simple enough for you. But are you trying to make a simple and elegant system or a rich and detailed one? You are talking about creating the first but I really see the beginnings of the second here.

prufock
2018-04-16, 01:27 PM
Even better, and there is space in there to add variants. Still let me write out my misunderstandings: A) For some reason I thought Counter-Attack was a special case about combining Counter + Hit, not sure why now. B) I'm still not sure why you can't block a counter attack. C) Or Dodge it. D) Oh "highest number of the Basic maneuvers" counts each type separately, got it.
RE: Points B & C, Counter-Attack can't be blocked or dodged for 2 reasons. First, from an in-game perspective, both of the basic maneuvers that make up the complex maneuver (Counter and Hit) take place in the same sequence, in response to the opponents Hit maneuver attempt (so the opponent has already used his actions for the sequence). Second, in a metagame sense, it costs an additional action and requires two checks so it's "balanced" to some degree by those measures already. Whether that works out in play remains to be seen.

RE: Point D, I'm re-thinking my decision on the number of actions required for Special Maneuvers, after the feedback in this thread. I think adding additional basic or complex maneuvers to the Special might require additional actions equal to the actions required for the maneuver you're adding. It seems too much like getting something for free to have multiple basic maneuvers only take 2 actions as a baseline. Of course, you could still always make it Fast to reduce the actions, but it would be more costly to do so, which I think is fair as actions are a valuable resource.


On Simplicity: Yeah, I felt I had to come back to this. 24 basic options, another 7 options available to everybody and 21 options available to customize your 6 starting special options does not strike me as simple. It is a subjective thing so it may be simple enough for you. But are you trying to make a simple and elegant system or a rich and detailed one? You are talking about creating the first but I really see the beginnings of the second here.
Yeah, fair enough, it is subjective. On the simple end you could toss a coin, heads you win the fight, tails you lose. On the complex end you could have something like FATAL. My preference is to be on the lower side of the midpoint of those two, and it is to an extent arbitrary. And I am concerned that the number of maneuvers is too high. A better way to state my intent would be to say "as simple as possible while reasonably modeling a certain type of game." Of course, that's still subjective, but at least maybe a little more precise.

To that end, I'm not sure what maneuvers could be removed/combined to reasonably model fighting games, as most of what I've included are things that you can do in the majority of fighting games. I've tried to gloss over the more complicated mechanics - some fighters have multiple energy bars that do different things, special combo-breaking blocks, et cetera, but having a single energy bar (Heat) in addition to health seems like enough granularity to me.

POTENTIALLY I suppose supers or even specials could be optional, but they seem like such a staple of fighters these days that it would lose something in the "reasonably modeling" criteria in my opinion.

I've certainly gained a bunch of things to consider in this thread, though.

Gorum
2018-04-16, 05:12 PM
Maybe you should start with "EX-moves", empowered complex moves. Spend 2 Heat, deal an extra 1-5 damage if you hit, based on spirit (or absorb damage on a failed EX defensive maneuver block).

Then, players can spend XP to create Special / Super Moves. The more XP and/or Spirit, the more complex the move.

This way, you get a bit of strategy in character development and Heat Management.

Cluedrew
2018-04-17, 05:09 PM
On Styles: OK this is flat out going to make the game more complicated. However it shifts the work away from new players which might be nice. And that is they idea of creating fighting styles and an accompanying reorganization of the maneuvers and components/modifiers.

Technical Maneuvers: Basic or complex maneuvers that are not available to everyone. These are made available by your fighting style.
Technical Components: Components of Special/Super/Style Manoeuvres not available to all fighters. These are made available by your fighting style.
Style Maneuvers: Prebuilt special manoeuvres usable by fighters belonging to a particular fighting style.

Ju-Jitsu: A fighting style that specializes in ground work and holds.
Technical Maneuvers:
Grapple
Push
Throw
Grapple-Push
(Assuming Escape, Trip & Swap are still basic manoeuvres.)

Technical Components:
Basic Component: Escape, Grapple, Push, Throw, Trip & Swap
Complex Component: Grapple-Push
Alternate Damage Source
Daze
Immobilize
Knockdown
Requirement (opponent is grappled)
Requirement (opponent is prone)
Unavoidable + Requirement (opponent is grappled) (0 points) (Possibility, sometimes they must come in a set.)

Style Manoeuvres:
Counter-Grapple: Escape + Grapple + Fast (1 action)
Takedown: Move + Knockdown + Grapple (2 actions)
Triangle Choke: Hit + Daze + Unavoidable + Requirement (opponent is grappled) (2 actions)
(I'm not sure how to handle super moves and heat costs.)

That was kind of fun. Ju-Jitsu has some very distinct aspect that make it easier to lay out. Others may not so easy I'll admit, but I did this one off the top of my head.

On Grouping Manoeuvres: The main grouping I see is Pick Up/Use Item/Use Terrain, could roughly be combined into Interact: If you want to interact with the environment or an item in a simple way not covered by another manoeuvre, you may do so for 1 action.

prufock
2018-04-18, 10:31 AM
Maybe you should start with "EX-moves", empowered complex moves. Spend 2 Heat, deal an extra 1-5 damage if you hit, based on spirit (or absorb damage on a failed EX defensive maneuver block).

Then, players can spend XP to create Special / Super Moves. The more XP and/or Spirit, the more complex the move.

This way, you get a bit of strategy in character development and Heat Management.
It's interesting you bring this up, because I've been considering ways to use Heat for things other than super maneuvers. Some things I'm considering:
Gain one extra action on a turn for each Heat spent.
Reroll a check.
Increase an ability by 1 for each Heat spent for one turn (to a maximum of 10). This one is similar to what you're suggesting, so for example you could increase Muscle for one turn, therefore dealing additional damage in that turn, but less complex than the system you've suggested.
Alter the battleground. For example, the fighter may request that a weapon becomes available, that an obstacle be removed, or that a terrain feature becomes damaged. This use would be limited by the referee's judgment.


On Grouping Manoeuvres: The main grouping I see is Pick Up/Use Item/Use Terrain, could roughly be combined into Interact: If you want to interact with the environment or an item in a simple way not covered by another manoeuvre, you may do so for 1 action.
This could work, with a little rephrasing.

Cluedrew
2018-04-18, 09:11 PM
On Styles: Is no response "not interested" or "not sure" or something else?

On Heat: My initial impressions on other things to spend heat on:
EX-moves (EX-maneuvers? Actually I don't really like either of those names, but I don't have a better idea) sound like a good idea, if done right. Question, why off of complex maneuvers in particular? Why not have "empowered hit" or "empowered dodge" as well?
Heat to Actions: with that and Boast (the actions to heat basic maneuver) actions and heat become completely interchangeable. That is setting off alarm bells in my head but I'm not sure why.
OK this stat adjustment thing is... well first off I don't really think of it as a "fighting game" thing and I think might add more bookkeeping than interesting choice. But if you want I could see "empowered focus" or maybe it must be empowered.
Hero points, you are bringing in some story telling bits there which... well that can be polarizing. So think carefully but it is ultimately a style choice.

prufock
2018-04-19, 07:06 AM
On Styles: Is no response "not interested" or "not sure" or something else?
Didn't really have a good response to it at the time. After some thought, I don't think it's a road I'd want to go down. Fighting game characters can pretty much all pull off the same basic moveset, even if it looks different. They all have throws, grabs, hits, etc.


On Heat: My initial impressions on other things to spend heat on:
EX-moves (EX-maneuvers? Actually I don't really like either of those names, but I don't have a better idea) sound like a good idea, if done right. Question, why off of complex maneuvers in particular? Why not have "empowered hit" or "empowered dodge" as well?
Heat to Actions: with that and Boast (the actions to heat basic maneuver) actions and heat become completely interchangeable. That is setting off alarm bells in my head but I'm not sure why.
OK this stat adjustment thing is... well first off I don't really think of it as a "fighting game" thing and I think might add more bookkeeping than interesting choice. But if you want I could see "empowered focus" or maybe it must be empowered.
Hero points, you are bringing in some story telling bits there which... well that can be polarizing. So think carefully but it is ultimately a style choice.

Ex-moves: I would allow Heat to boost your basic moves as well as complex ones.
Actions: The 1:1 swap of Heat for actions is something that I see as a potential concern as well. With limited ways to gain Heat, it shouldn't be too much an issue, I think. However, I could see some potential problem in combos. IE if you're able to successfully hit in 2 consecutive rounds, you get a Heat. You can then spend Heat to gain an extra action that you could use to Hit again. But combos can be broken (if you miss, if the opponent moves, if the opponent hits you, etc), so it shouldn't result in an infinite chain or anything.
Stat Adjustment: I don't think it would be much extra bookkeeping; it is a temporary, one-turn bonus after all. I may need to add more specificity to what it actually does.
Hero Points: A "battleground" is only a thing that exists during a fight, so it isn't something that can be used in story scenes. This would be very ad hoc in nature, so I can see that it may be polarizing. I see it as similar to Hero Points in Mutants and Masterminds in this respect.

Another possibility occurs to me - alternate special maneuver. Burn one Heat, get a special you can use for one round. This could be used, for example, to copy an opponent's maneuver. Now, this WOULD result in significant extra bookkeeping, so I'm not sure how quickly this would work in play. It might be a fun option for groups that are more familiar with the rules.