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Updated: 2 days 17 hours ago

Do you think we'll see Diane's past on the sequel?

3 hours 49 min ago

Maybe see how she was mistreated and discriminated before becoming governor and meet the bad guys, and also discover how and who teached her martial arts and robbery

submitted by /u/Older-fanboy to r/TheBadGuys
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Categories: Martial Arts News

Help finding a manga

3 hours 51 min ago

Its a high school setting. The girl in the story is a more masculine/tomeboy girl. She has hobbys in sport and is very good at martial arts and she has dark hair. The guy is very feminine and is very good att sewing and cooking. He is also blond.

submitted by /u/SpaceIssa to r/shoujo
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Categories: Martial Arts News

I forgot the name of some manhua

4 hours 1 min ago

I remember that it’s a xianxia manhua and the MC is white hair man , the MC take a little girl as a student and teach her about martial arts

submitted by /u/LFR_0 to r/Manhua
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Categories: Martial Arts News

Martial arts/fighting styles that you personally find cool?

4 hours 3 min ago

Thanks to absolute fuckton of fighting games I play, I kind of became interested in the martial art side of things and constantly look them up afterwards to learn more about them.

What martial arts do you shitlords personally find cool?

submitted by /u/Royal-Comparison-270 to r/TwoBestFriendsPlay
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Categories: Martial Arts News

Monk Class and Subclass HB (made by myself, class based on play test, and sub by myself)

4 hours 6 min ago

Class: I translated in deepL, cause it was in portuguese... and Im lazy to translate by myself now)

Features: LIFE POINTS

Hit Dice: 1d8 per monk level Hit Points at 1st Level: 8 + your modifier

Martial Arts: Starts in a d6 and up until d12

Constitution

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per

monk level after 1st

PROFICIENCIES

Armor: None Weapons: Simple weapons, short swords

Tools: Choose a type of craftsman's tool or a musical instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, Stealth, History, Insight and

Religion

LEVEL 1: MARTIAL ARTS

His practice of martial arts gives him mastery in combat styles that use

his Unarmed Strike and Monk Weapons, which are Simple Melee Weapons

Simple Body and Weapons.

You gain the following benefits while unarmed or wielding only

Monk Weapons and not wearing armor or wielding a shield:

Additional Unarmed Strike. You can make an additional Unarmed Attack as

a Bonus Action.

Agility: You can use Dexterity instead of Strength for attack and damage rolls.

your Unarmed Strikes and Monk Weapons and due to your agility and reflexes, you

can dodge grabs using Dexterity instead of Strength.

Additionally, when you choose the Grab or Push option you can use your

Dexterity modifier instead of Strength to determine the saving throw DC.

Martial Arts Dice. You can roll a d6 in place of your normal Attack damage

Unarmed or Monk Weapons. This die changes as you gain Monk levels,

as shown in the Martial Arts column of the Monk table.

LEVEL 1: DEFENSE WITHOUT ARMOR

While you are not wearing armor or wielding a shield, your Class

base Armor equals 10 plus your Dexterity modifier and your Dexterity modifier.

Wisdom.

LEVEL 2: MONK DISCIPLINE

Your martial training allows you to tap into a reservoir of energy

extraordinary within yourself. Your access to this energy is represented by a number of

Discipline Points. Your Monk level determines the number of points you

possesses, as shown in the Discipline Points column of the Monk table.

You can spend these points to power certain Monk traits. You

begins by knowing three of these characteristics: Flurry of Blows, Patient Defense and

Step of the Wind, each detailed below.

When you spend a Discipline Point, it is not available until you finish a

Short Rest or Long Rest, at the end of which you recover all your points

spending.

Some features that use Discipline Points require their target to make a

Resistence test.

The saving throw DC equals 8 plus your Proficiency Bonus plus your

Wisdom modifier.

Flurry of Blows: You can spend 1 Discipline Point to make two Attacks

Disarmed as a Bonus Action.

Patient Defense: You can take the Disengage action as a Bonus Action.

Alternatively, you can spend 1 Discipline Point to perform both the action

Dodge as the Disengage action as a Bonus Action.

Wind Step: You can perform the Dash action as a Bonus Action.

Alternatively, you can spend 1 Discipline Point to perform both the Dash action

as the Disengage action as a Bonus Action, and your jump distance is doubled to

the round.

Power Charge: If the monk walks 20 feet towards the target (straight line), the first

attack has advantage, alternatively you can spend 1 discipline point to knock down

or push the target, the target must make a DEX check against your DC. (once

per turn)

LEVEL 2: Meditation

With a short rest, you recover all discipline points.

LEVEL 2: UNARMOR MOVEMENT

Your speed increases by 10 feet while you are not wearing armor or

wielding a shield. This bonus increases when you reach certain levels of

Monk, as shown on the Monk table.

LEVEL 3: DEFLECT ATTACKS

You can use your Reaction to deflect melee and ranged attacks against you.

that deal Blunt, Piercing, or Slashing damage. When you do this, the damage

total you take from the attack is reduced by 1d10 plus your Dexterity modifier

plus your Monk level.

If you reduce the damage to 0, you can spend 1 Discipline Point to redirect some

the strength of the attack. If you do so, choose a creature within 5 feet of you if the

attack was a melee attack or within 60 feet of you who are not behind Cover

Total if the attack was a ranged attack. That creature must succeed on a saving throw.

Dexterity save or suffer damage equal to two results of your Arts Die

Martials plus your Dexterity modifier. The damage is the same type caused by the

attack.

LEVEL 3: SUBCLASS

Monk gains a subclass of your choice:

Warrior of Mercy, Warrior of Shadow, Warrior of the Four Elements,

Warrior of the Hand or Disciple of Nirvana.

LEVEL 4: ENHANCEMENT

Earn this trait at levels 4, 8, 12, 16, and 19.

LEVEL 4: SLOW FALL

You can use your Reaction when falling to reduce any damage you take from the

drop by an amount equal to five times your Monk level.

LEVEL 5: EXTRA ATTACK

Attack twice instead of once.

LEVEL 5: STUNNING BLOW

Once per turn, when you hit a creature with a Monk Weapon or a

Unarmed Strike, you can spend 1 Discipline Point to attempt a strike

stunning. The target must make a Constitution saving throw. In a test of

If the save fails, the target is in the Stunned Condition until the start of your next turn.

On a successful saving throw, the target takes Strength damage equal to one

result of your Martial Arts Die plus your Wisdom modifier.

LEVEL 6: BODY COATING

Through his training, he became able to strengthen his body to transmit the

energy of discipline.

Whenever you deal damage with your Unarmed Strike, it can cause your

choice of Force damage, normal or magical.

Intent on overcoming any type of resistance.

LEVEL 7: Evasion

When you are subjected to an effect that allows you to make a saving throw

Dexterity to take only half damage, you take no damage if you get

succeeds on the saving throw and takes only half damage if it fails. You don't

You benefit from this feature if you have the Incapacitated condition.

While you are not wearing armor or wielding a shield, you gain the

ability to move along vertical surfaces and through liquids in your

turn without falling during the movement.

Level 8:

Skill Enhancement

LEVEL 9: BODY AND SOUL

You are immune to any type of disease and poison.

LEVEL 10: IMPROVED DISCIPLINE

Your training has taken your body and mind to new levels. His Flurry of Blows, Defense

Patient and Passo do Vento gain the following benefits:

Flurry of Blows: You can spend 1 Discipline Point to use Flurry of Blows and

make three Unarmed Attacks with it instead of two.

Patient Defense: When you spend a Discipline Point to use Patient Defense,

you gain a number of Temporary Hit Points equal to two results of your

Martial Arts Dice.

Wind Step: When you spend a Discipline Point to use Wind Step,

You can choose one willing creature within 5 feet of you that is Large or

smaller. You move the creature with you until the end of your turn. The creature's movement

does not provoke Attack Opportunities.

Superior Power Charge: If you walk 40 feet instead of 20, you can give one die to

more damage on the first attack. And if you spend 1 ki point, you can choose to push or

knock the target down, then the target must make a DEX test against your DC. (repeatable

while the displacement lasts)

LEVEL 10: SELF-RESTORATION

By sheer force of will, you can remove one of the following conditions from you

even at the end of each of your turns: Charmed, Tormented, or Poisoned.

Additionally, abstaining from food and drink does not give you Exhaustion levels.

LEVEL 13: Superior Parry

You can now use your Deflect Attacks feature against attacks that deal

any type of damage, not just Blunt, Piercing, or Slashing.

LEVEL 14: DISCIPLINED SURVIVOR

His physical and mental discipline grants him proficiency in all skill tests.

resistance. Additionally, whenever you make a saving throw and fail, you can

spend 1 Discipline Point to roll again and take the second result.

LEVEL 15: IMMUTABLE WILL

At 15th level, your discipline sustains you so much that you do not suffer the effects of old age and

cannot age.

LEVEL 18: SUPERIOR DEFENSE

At the start of your turn, you can spend 3 Discipline Points to protect yourself

perfectly against damage for 1 minute or until you have the Incapacitated condition. During

This time, you have resistance to all damage except Strength damage.

LEVEL 20: BODY AND MIND

You have enhanced your body and mind to new heights. Your Dexterity and

Wisdom increases by 4. Your maximum for these abilities increases by 4

sub: Subclass: Disciple of Nirvana

Level 3: Renewal - Tae Kwon Do

By choosing this subclass at 3rd level, you learn to combine Tae Kwon Do moves with divine energy.

Do moves with divine energy, your body becomes enveloped in divine energy, enhancing your attacks.

With a bonus action on your turn, you can spend 1 ki point to envelop your body

with radiant power allowing you to use a martial style meant for the gods. For

1 minute you gain the following benefits;

Luminous attack: When you land an attack on an opponent, you

add your martial arts die as radiant damage to the target hit.

Divine martial style: You can use your legs dexterously so that

your unarmed attacks have a range of 3 meters.

Level 6: Renewal - Sandogiri

At 6th level, your divine potential is almost completely awakened, so you can

access ancient knowledge of your style. While you have Renewal

Taekwondo active and you land 3 consecutive attacks on an opponent, the target must perform a

a constitution resistance test against your DC, on a failure they will receive

maximum damage from the radiant die

Level 11: Renewal - Blue Dragon

From the 11th level onwards, your consciousness is virtually linked to that of a warrior who

who lived through the ages and mastered the powers of his divine art, you

add the following benefits to your Renewal.

● Supreme verdict: When you use your storm blows, you can perform

an additional unarmed attack, if this additional attack hits a stunned target.

target, your critical hit becomes 18 to 20.

Redemptive Scales: When you use your patient defense characteristic, you

recover 1 martial arts die in life points.

Ancestral Dragon's Descent: When you perform your wind steps skill, you can

can teleport up to 9 meters in any direction you can see, leaving

a flash where you were. Each creature within 1.5 meters of where you left must

succeed in a constitution endurance test or be blinded until the start of their next turn.

start of your next turn.

Level 17: Renewal - Nirvana

At 17th level, you master the ancient art completely and awaken its latent power,

thus being able to use the most powerful technique of your style. While

Renewal active, you can exchange one of your unarmed strikes and spend 2 ki

points for the following special attack:

● Sun's breaker: You perform an extremely powerful kick that is capable of

destroy the body of your enemies. On a hit you deal half your level

in martial arts dice in radiant damage. This blow can only be used on

stunned or blinded enemies

submitted by /u/OrganizationOk9766 to r/UnearthedArcana
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Categories: Martial Arts News

Secret handshake?

4 hours 7 min ago

Can we have a secret handshake?

I am a stealth middle age trans femme and I'm involved in a martial arts class. All of the students are super cool and I wish I could connect more with almost everyone. Several of the female students give off strong trans vibes, but not because I'm clocking them on appearance/voice. They just seem like they'd be super into Fallout: New Vegas, etc. In my mind, it's very possible that this kind of class could attract transfemmes AND it's also possible that it attracts cis women with that kind of vibe.

I'd really like to come out to them and bond over our shared trans ness, but I live in Florida can't be open with cis people about my identity. (1) don't want to come out and be wrong and (2) don't want them to think I clocked them.

So, I need to find a way to somehow identify myself as trans or bringing up trans stuff in such a way that a cis person would not know what I was really saying. I was thinking about straight up asking a code question (about New Vegas, pickles, etc.). Does anyone have any ideas for ways I can work around this? I feel like a spy!

submitted by /u/genderlawyer to r/asktransgender
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Categories: Martial Arts News

AITA for wanting to keep on working while waiting to go back to uni?

6 hours 36 min ago

Short backstory:

I took a year off after 1 semester last year because I was always burnt out and found out that people who take my course spend close or a whole decade to graduate from my chosen course. I just chose it because I just wanted to get uni over with.

Fast forward, the new school year is coming and I told my mom I wanted to keep on working. She kinda snapped and basically had a "What the hell are you talking about?!, are you out of your mind?!" reaction.

I know that it was a really big inconvenience for her when I decided to take a year off and have to make her delay retirement, (which was obvious considering that every time I made a mistake with the process of getting my clearance and making a mistake in general, she'd berate me, insult me, and remind me of how lazy & weak minded I am for quitting just after a little hard work.) but I just couldn't see myself spending years on a course on which I just saw as something to put on my resume.

Also, the reason she wants me to stop working is because she believes that I'm not going to be able to handle college + working part-time and that I might quit uni again or at the very least, delay my graduation.

Now...the reason why I want to keep working is because I want to keep having money while studying. I felt miserable just studying back then, taking around 3 hours just to commute home, and having to do school work even though I just want to sleep.

My real passion is martial arts and I want to be an MMA fighter someday. I love everything about it, I like to learn about the history of different martial arts, practicing them, watching content about them, fights, etc.

I barely learned anything back when I was a kid, I'm about to become a young adult, and here's the thing, I always hear people saying that "It's never to late to start", but the thing is, most of the GOATs had already started training as kids, so I don't really think I can wait after 4 years( if I manage to finish college on time) to start training.

submitted by /u/CraftySupermarket216 to r/AITAH
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Categories: Martial Arts News

Mythras for a Fallout setting

6 hours 42 min ago

TL;DR I'm in the process of working on a Fallout game/setting using the Mythras ruleset. In this post I will present my ideas so far and include a bit of my design thoughts and processes. This will be presented through headings, ranging from Skills, Careers and Perks. Feel free to critique and discuss ideas!

About me: My Mythras experience is not vast, but still adequate - I've also played BRP-engine games like CoC, Delta Green and Runequest for +5 years.

I do have access and have read Mythras Firearms as well as the Mythras Imperative. Me and my group(s) will also be playing using Foundry VTT, so some extra bookkeeping will be automated, mostly meaning that I am not super afraid of extra "bookkeeping mechanics".

My experience of the actual Fallout the Roleplaying Game by Modiphius has been of general disappointment, though it got some bits that I like. I'll use some wording and ideas from Modiphius' game when designing my own Fallout setting using the Mythras ruleset.

What am I looking for?

Help, tips and suggestions on the various mechanics of Mythras within the Fallout universe. In general, I would like to stay true to both Mythras and Fallout, though one would probably need to dismiss one in certain design situations.

Looking at the chapters/headings of this post, feel free to only comment on aspects you find interesting. There is no need to force yourself to read the whole post.

Why Mythras and Fallout?

  • Skill-based
  • Combat-focus
  • Great system for cultures and cults/brotherhoods that fit well into Fallout's factions
Character Creation

Characteristics

It'd be great to have S.P.E.C.I.A.L.S but for simplicity we will stay with the Mythras or BRP base characteristics: Strength (STR), Constitution (CON), Size (SIZ), Dexterity (DEX), Intelligence (INT), Power (POW), Charisma (CHA).

Fallout otherwise have Strength, Perception, Endurance, Charisma, Agility and Luck. Five out of these seven have more or less a direct counterpart. Fallout's Luck and Perception will be partly covered by POW. Perception moves to become a skill.

Species/Origin

One needs not to be confined to just humans; I figure Ghoul and Super Mutant would be the go-to alternatives here aside from human. Additional alternatives would be Synths (3rd generation) or other robots like Mister Handy.

  • Is it boring to just give bonuses and penalties to characteristics? Like +4 CON & -2 CHA to Ghouls, and +3 CON, +3 STR, +4 SIZ, -4 CHA, -4 INT to Super Mutants.
  • This could also include some sort of ability, trait or bonus perk; like "Necrotic Post-human" or "Forced Revolution" per Modiphius' Fallout. Basically giving a bonus to Radiation resistance, prolonged lifespan, etc.

Pulp

How much of the Pulp Heroic character rules would you use? As of now, I only have double the Healing Rate, but might have to include other aspects also to make the game a bit less deadly.

The addition of perks will make characters more powerful. However, there is no magic that characters could benefit from. I would imagine characters will also benefit greatly from consumables and equipment in general.

Skills

While Fallout uses a smaller set of skills than Mythras and most percentile-based games, I think a mix would suit well. We don't want skill bloat, with too many skills overlapping or too many skills ending up being either useless or extremely situational. At the same time, having enough skills to let players feel like they can specialize and be the only one that covers certain skills is also a relevant approach.

I also would like to incentive the allocation of skill points into more niche skills such as Culture, Lore, Art, and Craft. This could be done by separating the pools of Professional and Standard skill points more during character creation.

In Fallout 4 skills were entirely replaced by perks. The Fallout 3 skill list includes: Barter, Big Guns, Energy Weapons, Explosives, Lockpicking, Medicine, Melee Weapons, Repair, Science, Small Guns, Sneak, Speech, Unarmed. New Vegas added a Survival skill. New Vegas also merged Big Guns and Small Guns into a Guns skill, with the design intention that there weren't any early game Big Guns to use. Big Guns would include Flamers, Miniguns, Missile Launchers.

Combat Styles are therefore something I would like your suggestions on. Should I handle Combat Styles more like traditional weapon types like in Call of Cthulhu, i.e., have Combat Style (Shotgun), Combat Style (Guns), Combat Style (Rifles), Combat Style (Swords), Combat Style (Blunt Weapons), etc.?

Right now I am working with the idea of having 5 Combat Styles + Unarmed. Them being Big Guns, Energy Weapons, Explosives, Melee Weapons, and Small Guns. Is Small Guns to broad (making use of all sorts of pistols, shotguns and rifles)? Is Explosives a redundant skill? Especially so that you would need Athletics to throw an explosive. Perhaps have Explosives as just a professional skill, used to disarm mines, craft and handle explosives, and general knowledge about explosives.

As of now, this is the skill-list, with standard skills listed as (S) and professional skills listed as (P), somewhat arbitrarily:

  • Acrobatics (P)
  • Art (P)
  • Administer (P)
  • Animal Handling (P)
  • Athletics (S)
  • Barter (P)
  • Barter (P)
  • Brawn (S)
  • Combat Styles: Big Guns, Energy Weapons, Explosives, Melee Weapons, Small Guns, Unarmed
  • Craft (P)
  • Culture (P) - ***Merged with customs. "***Useful for knowing social codes, rites, rituals, taboos for a particular society. Culture relates to societies that the character has either grown up in, or ones that is foreign to the character’s own. Each Culture skill must be given a particular faction, nation or society to which it applies."
  • Decieve (S)
  • Disguise (P)
  • Endurance (S)
  • Evade (S)
  • Insight (S)
  • Intimidate (S)
  • Investigate (S) - To make Perception less impactful. " Useful for investigating a crime scene, finding information in a book or library, spotting secret compartments and inconspicuous clues, and recognizing symbols. Search for clues and make deductions based on the clues. Remembering relevant information from previous investigations. Find a piece of information, such as a certain book, newspaper, or reference in a library, archive or collection of documents, assuming the item is there. Researching by reading books or other documents may take several hours. If the player tells the GM what they do, how they do so, and what ability they use, they should automatically succeed if there is a clue hidden to be found if their Investigate skill is high enough. A failure on the roll can mean that a clue is found, but it leads to other unanswered questions or complications. An extreme success could mean additional context."
  • Lockpicking (P)
  • Lore (P) - "This skill represents a character’s expert understanding of a subject that falls outside the normal bounds of human knowledge, standard sciences and classic subjects. It can include the history of a particular town, or a specific social class, but should stray away from subjects that are covered by other skills such as Culture. Lore specializations can be more general, of which successful skill rolls will generate more generalized knowledge. Specializations of Lore can be specific and unusual versions of existing skills such as Occult and Survival; 2100s Lore, Brotherhood of Steel Lore, New Vegas Lore, Moon Landing Lore, Fiend Lore. Specific Lore specializations will generate much more accurate and specific information regarding that subject."
  • Medicine (P) - Merged with First Aid as I believe consumables such as Medpaks and Stimpaks will be used frequently.
  • Perception (S) - "Entails how well you use your five senses. Observation and perception of threats and dangers. Discover ambushes, dangerous obstacles, or even notice visually strange things about people on a high success. Could be used to listen and detect scents too."
  • Persuade (S)
  • Pilot (P)
  • Repair (P)
  • Science (P) - This skill determines the chance to successfully hack computers. It could also include general scholarly knowledge of scientific subjects.
  • Sleight of Hand (P) - The go-to 'thievery' skill.
  • Stealth (S)
  • Streetwise (P)
  • Survival (S) - Like Medicine and Science, Survival might cover a bit too much for a single skill. "Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food. Knowledge of this skill provides the expertise required to survive in extreme environments. Inherent is the knowledge of hunting, building shelters, hazards (such as the avoidance of poisonous plants), etc., according to the given environment. A character can follow a person, carriage, or animal over earth and through plants/leaves. Factors such as time passed since the tracks were made, rain, and the type of ground covered may affect the difficulty level. The go-to hunting skill. This skill could also be used to traverse the wilds or set simple traps. In neighboring, yet unfamiliar locations or biomes, Survival should be made one or more grades harder."
  • Swim (S) - Perhaps redundant. Maybe just use Athletics, Endurance or something else instead?
  • Willpower (S)
Culture

There are a number of cultures, but five basic types: Urban, Wasteland, Militant, Criminal, Nomadic. Any other name suggestions for these?

It could be relevant to try and differentiate Cultures with Cults/Brotherhood. Would "Vault Dweller" or "Brother of Steel" be more of a Culture or Cult/Brotherhood?

Urban

Urban would be the 'Civilized' one.

Culture/Lore: NCR, the Enclave, New Reno, Vault City, Shady Sands, etc.

Standard Skills: Insight, Persuade, Willpower; and four of the following: Brawn, Deceive, Endurance, Evade, Investigate, Perception.

Combat Style: Any.

Professional Skills: Art (any), Barter, Craft (any), Lore (any), Science, Streetwise.

Cultural Passions

  • Nominal democracy – de facto fascism
  • American exceptionalism
  • The American Dream
  • Rule of Law
  • Freedom

Wasteland

Wasteland would be the more rural or tribal survivor.

Culture/Lore: Boomers, Children of Atom, Children of the Cathedral, Megaton, etc.

Standard Skills: Evade, Nature, Persuade, and four of the following: Athletics, Brawn, Deceive, Endurance, Insight, Investigate, Perception, Stealth, Survival.

Combat Style: Any.

Professional Skills: Animal Handling, Administer, Art (any), Barter, Craft (any), Culture (any), Lore (any), Repair, Streetwise.

Cultural Passions

  • Never trust outsiders
  • Unify all people under a single banner
  • Eliminate the unfaithful from the world
  • Ensure the safety of the tribe

Militant

Militant could include Caesar's Legion as well as the Brotherhood of Steel.

Culture/Lore: Brotherhood of Steel, Caesar's Legion, etc.

Standard Skills: Athletics, Brawn, Endurance, Evade, and three of the following: Deceive, Insight, Intimidate, Perception, Persuade, Survival, Willpower.

Combat Style: Any.

Professional Skills: Art (any), Craft (any), Culture (any), Lore (any), Pilot (any), Repair, Streetwise.

Cultural Passions

  • Preserve advanced technology
  • Ensure the long term stability of the faction
  • Stand firm to your ideals
  • Hate an enemy faction/culture

Criminal

I'm thinking raiders here mostly. This kind of overlaps a bit with most other cultures.

Culture/Lore: Fiends, Jackals, Khans, etc.

Standard Skills: Athletics, Evade, Nature, and four of the following: Barter, Brawn, Deceive, Endurance, Insight, Intimidate, Perception, Stealth, Survival.

Combat Style: Any.

Professional Skills: Art (any), Craft (any), Culture (any), Lore (any), Lockpicking, Repair, Streetwise.

Cultural Passions

  • Make someone pay
  • Hurt people
  • “Omerta”
  • Keep your friends close
  • Chase the big bucks

Nomadic

This would be the more 'lone survivor' culture, or nomads traveling in small bands.

Culture/Lore: Commonwealth, Mojave, etc.

Standard Skills: Athletics, Endurance, Evade, Survival, and four of the following: Brawn, Deceive, Insight, Nature, Perception, Willpower.

Combat Style: Any.

Professional Skills: Acrobatics, Animal Handling, Art (any), Barter, Craft (any), Culture (any), Lore (any), Medicine.

Cultural Passions

  • Always keep moving
  • Don’t stand out
  • Loyalty to the clan, faction, leader
  • Love (friend, sibling, romantic lover)
  • See new places
Fame & Infamy (Reputation)

One major and great aspect of the Fallout games is the reputation you can gain from various factions.

"Fame is positive and Infamy is negative. Both types of reputation are tracked separately, the combination of which determines one's reputation with any given faction. The benefits and drawbacks of any given reputation depend on the group itself. The characters may receive discounts with merchants, provoke attacks from hired thugs, or simply be treated differently.

Points are accumulated by various means. Completing quests, helping people, and generally making oneself useful will result in accumulating positive reputation points. Negative reputation can be earned by things such as killing members of a group, being caught stealing, lying, being rude or treating people poorly, betraying the faction or completing quests for the opposite side."

Careers

With this list of careers I would like to cover most (if not all) professions in the wastelands. Is there a career you think is missing or should be renamed? Is there a career who should have their skills switched around?

Agent (Assassin, Detective, Informer, Spy)

Standard Skills: Combat Style (Small Guns or Melee Weapons), Deceive, Evade, Insight, Investigate, Perception, Stealth.

Professional Skills: Acrobatics, Culture (any), Lore (any), Disguise, Sleight of Hand, Streetwise.

Bounty Hunter (Assassin, Mercenary, Soldier of Fortune)

Standard Skills: Brawn, Combat Style (any two), Evade, Perception, Survival, Willpower.

Professional Skills: Barter, Culture (any), Lore (any), Medicine, Streetwise.

Cook (Apothecary, Bartender, Barkeep)

Standard Skills: Combat Style (Unarmed), Endurance, Evade, Insight, Investigate, Perception, Survival.

Professional Skills: Survival; and any of the following: Art (any), Craft (any), Medicine, Sleight of Hand.

Courier (Messenger)

Couriers sometimes travel very long distances to reach their targets. You can be sure that travels are always dangerous.

Standard Skills: Combat Style (any), Endurance, Evade, Investigate, Perception, Survival, Willpower.

Professional Skills: Barter, Culture (any), Lore (any), Medicine, Repair, Science, Sleight of Hand.

Crafter (Builder, Artificer, Artisan, Handy-man)

Standard Skills: Brawn, Endurance, Insight, Perception, Persuade, Survival, Willpower.

Professional Skills: Craft (any); and up to two of the following: Barter, Science, Sleight of Hand, Repair.

Cultist (Guru, Hermit, Priest)

Standard Skills: Combat Style (any), Endurance, Insight, Perception, Persuade, Survival, Willpower.

Professional Skills: Lore (any); and up to two of the following: Art (any), Craft (any), Science, Repair.

Doctor (Physician)

Standard Skills: Endurance, Insight, Investigate, Perception, Persuade, Survival, Willpower.

Professional Skills: Medicine; and up to two of the following: Craft (any), Science, .

Entertainer (Acrobat, Dancer, Musician, Poet, Singer)

Standard Skills: Athletics, Brawn, Deceive, Evade, Insight, Persuade, Willpower.

Professional Skills: Art (any); and up to two of the following: Acrobatics, Animal Handling, Barter, Culture (any), Lore (any), Sleight of Hand.

Farmer (Gardener, Herder, Hillbilly)

Standard Skills: Athletics, Brawn, Combat Style (any), Endurance, Perception, Survival.

Professional Skills: Art (any), Animal Handling, Craft (any), Culture (any).

Hermit (Nomad, Radio Host, Wanderer)

Standard Skills: Athletics, Combat Style (any), Endurance, Evade, Perception, Stealth, Survival.

Professional Skills: Survival; and up to two of the following: Barter, Craft (any), Culture (any), Lore (any), Medicine, Repair.

Hunter (Forester, Poacher, Ranger, Scout, Trapper)

Standard Skills: Athletics, Brawn, Combat Style (any two), Investigate, Perception, Willpower.

Professional Skills: Survival; and up to two of the following: Craft (any), Culture (any), Lore (any), Medicine, Repair.

Merchant (Broker, Caravan Merchant, Money Lender, Smuggler, Storekeeper, Trader, Vendor)

Merchants are the primary source of items and equipment in the wastelands, aside from scavenging or looting from dead enemies. Merchants usually specialize in a certain area such as weapons and ammunition, food, armor, and clothing. Some merchants, such as scavengers or traveling merchants, carry a wide variety of items. Merchants operate out of either fixed stores or are part of traveling caravans.

Standard Skills: Combat Style (any), Deceive, Insight, Investigate, Perception, Persuade, Survival.

Professional Skills: Barter; and up to two of the following: Art (any), Craft (any), Culture (any), Lore (any), Medicine, Repair, Streetwise.

Official (Dean, Minister, Overseer, Steward, Tax Collector)

Officials are appointed or elected to an office, charged with some administrative duty.

Standard Skills: Combat Style (ranged weapon alternative), Deceive, Insight, Investigate, Perception, Persuade, Willpower.

Professional Skills: Administer, Craft (any), Culture (any), Lore (any).

Officer (Deputy, Sergeant, Sheriff)

Officers have a leading role in military or pseudo-military outfits. They can be police, military, criminal – self-proclaimed or appointed.

Standard Skills: Athletics, Combat Style (any two), Intimidate, Perception, Persuade, Survival.

Professional Skills: Culture (any), Lore (any), Medicine, Streetwise.

Politician (Advisor, Conspirator, Courtier, Delegate, Diplomat, Sycophant)

Politicians serve as rulers, advisors and policy makers for settlements, factions and governments.

Standard Skills: Deceive, Evade, Insight, Intimidate, Perception, Persuade, Willpower.

Professional Skills: Administer, Barter, Culture (any), Lore (any), Streetwise.

Scavenger (Rover, Survivor, Trader)

Scavengers scour the ruins of the Great War looking for valuables to use or sell.

Standard Skills: Combat Style (any), Endurance, Evade, Investigate, Perception, Survival, Willpower.

Professional Skills: Barter; and up to two of the following: Culture (any), Lore (any), Repair, Streetwise.

Scientist (Engineer, Programmer, Scribe, Technician)

Standard Skills: Insight, Investigate, Perception, Persuade, Survival, Willpower.

Professional Skills: Science; and up to two of the following: Lore (any), Medicine, Repair.

Servant (Captive, Slave)

Standard Skills: Endurance, Evade, Insight, Perception, Persuade, Survival, Willpower.

Professional Skills: Animal Handling, Art (any), Craft (any), Culture (any), Lore (any), Repair.

Soldier (Knight, Mercenary, Ranger, Trooper)

Standard Skills: Brawn, Combat Style (any two), Evade, Endurance, Perception, Survival.

Professional Skills: Culture (any), Lore (any), Medicine, Pilot (any), Repair.

Thug (Bodyguard, Boxer, Henchman, Mobster, Raider)

Thugs often work for a criminal operation. Sometimes they work independently as thieves, pickpockets and muggers, always looking for a victim.

Standard Skills: Brawn, Combat Style (any two), Endurance, Intimidate, Perception, Survival.

Professional Skills: Animal Handling, Craft (any), Culture (any), Lore (any), Repair, Streetwise.

Thief (Bandit, Burglar, Pickpocket, Swindler)

Standard Skills: Brawn, Combat Style (any), Deceive, Evade, Investigate, Perception, Survival.

Professional Skills: Lockpicking, Lore (any), Sleight of Hand, Streetwise.

Vault Dweller (Barber, Clinical Test Subject, Crematorium Operator, Fry Cook, Hairdresser, Jukebox Technician, Laundry Cannon Operator, Little League Coach, Marriage Counselor, Masseuse, Pip-Boy Programmer, Pedicurist, Shift Supervisor, Tattoo Artist, Vault Chaplain, Vault Loyalty Inspector)

Standard Skills: Combat Style (any); one of Deceive, Intimidate and Persuade; one of Evade or Endurance;one of Investigate or Perception; one of Stealth, Survival

Professional Skills: Art (any), Craft (any), Culture (any), Lockpicking, Lore (any), Medicine, Repair, Science, Sleight of Hand.

Perks

I've added a number of Perks trying to mostly be faithful to the original perks of the games. Characters can choose a single perk during character creation, than perhaps every other progression process.

Below is a selection of perks. Consider aspects such as balance and wording.

Perk Rank Requirement Description Action Boy/Girl 1 None You gain one additional Action Point during the first round of combat. ↘️ 2 DEX or INT 14 Instead of above, you gain one additional Action Point permanently. Adamantium Skeleton 1 CON 13, non-robot Your skeleton has been infused with indestructible metal. All your limbs Hit Locations receive +2 natural armor. ↘️ 2 CON 15 When taking a Serious Wound to a limb, you roll Endurance twice versus the attack, taking the better result. ↘️ 3 CON 17 All your limbs Hit Locations receive +4 natural armor (instead of +2). Center Mass 1 DEX 14 Fire straight! When you make a ranged attack, you may choose to strike the target’s abdomen or chest location. Decide before you shoot. You do not need the ‘Choose Location’ Special Effect, but you may only do this once per Combat Round. Educated 1 INT 12 As you learn, you grow. You gain one additional Experience roll during progression. Gun Fu 1 DEX 13 You've learned to apply ancient martial arts to gunplay! When you succeed at a ranged attack with a gun, you may use that same level of success on a second target during the following turn but the same round. You cannot use any Special Effects on the second attack. ↘️ 2 DEX 14 As above and increase the damage to the second target by +2. ↘️ 3 DEX 15 When you succeed at a ranged attack with a gun, you may use that same level of success on a second and third target during the following turns but the same round. You cannot use any Special Effects on these attacks. Increase the damage to the second and third targets by +4 (instead of 2). Inspirational 1 CHA 12 Because you lead by example, you and all your allies may reroll one Experience roll each during progression. ↘️ 2 CHA 13 Your allies cannot harm you with attacks and can’t be harmed by your attacks. ↘️ 3 CHA 14 You may spend 1 Luck Point to have an ally reroll an Endurance or Willpower roll. Intense Training 1 80 % in at least one skill Increase one of your characteristics by 1 point. Light Footed 1 DEX 12 While sneaking, you never trigger mines or floor-based traps. ↘️ 2 DEX 14, POW 12 You roll Stealth at decreased difficulty. Mister Sandman 1 DEX 14 You are an agent of death. Your silenced weapons do an additional +1D4 in damage against surprised foes. ↘️ 2 DEX 15 Your silenced weapons do an additional +1D6 (instead of +1D4) in damage against surprised foes. Night Person 1 None You are a creature of the night! Reduce any difficulty increase due to nightly darkness by one. ↘️ 2 None You gain +2 INT and POW during the hours of 6:00 p.m. and 6:00 a.m. ↘️ 3 None You gain +3 INT and POW (instead of +2) during the hours of 6:00 p.m. and 6:00 a.m. Pain Train 1 STR 15, CON 12 Choo Choo! All aboard! While wearing Power Armor and taking the Charge action, all enemies in your path have to roll an Endurance or Evade roll. On a failure, they take 1D4 damage + damage modifier and are staggered for one round. Robots and enemies with a combined SIZ+STR above 35 are immune to the stagger. ↘️ 2 STR 16 The Endurance or Evade roll is made at one degree higher difficulty. The damage is increased to 1D6 (instead of 1D4). ↘️ 3 STR 17 The damage is increased to 1D10 (instead of 1D6). On a failure, they are also knocked prone. Only enemies with a combined SIZ+STR above 45 are immune to the stagger. Paralyzing Palm 1 Unarmed 70 % Your unarmed attacks gain the ‘Paralysing’ weapon trait. Quick Hands 1 DEX 15 In combat, there's no time to hesitate. The Load time for guns is 1 lower. Shotgun Surgeon 1 Small Guns 50 % And I started blasting. As a critical Special Effect, your shotgun shot can gain the ‘Armor Piercing’ trait. ↘️ 2 Small Guns 75 % When you take the ‘Maximize Damage’ Special Effect, the opponent also has to roll Endurance or become staggered for a round. ↘️ 3 Small Guns 90 % On a critical success, your shotgun shot automatically gains the ‘Bonus Limb Damage’ weapon trait. Steady Aim 1 STR 12, DEX 11 Stay on target! Hip fire accuracy is improved when firing any ranged weapon. Whenever you spend a Luck point to alter your ranged attacks, you automatically gain the ‘Maximize Damage’ Special Effect. Terrifying Presence 1 SIZ 12, STR 10, CHA 12 You may take two actions to make an opposed Intimidation roll against an opponent’s Willpower. On a success, the opponent flees in fear. They must move away from you during this round of combat. ↘️ 2 One of SIZ, STR or CHA at least 15 When you roll Intimidation, you may reroll once. Weaponry

I've always seen weapon descriptions from Mythras to be a bit lacking (or rather confusing for newcomers) when it comes to weapon traits and Special Effects. For instance, most bladed melee weapons in Mythras are listed to have either the Bleed or Impale Special Effects (or both), making one assume that they are restricted from other Special Effects.

I don't have a solution to this, though, and I wouldn't want to list every single Special Effect for every single weapon. Either way, below are some selected Weapon tables without any Special Effects listed.

All costs is in bottle caps and straight from New Vegas. At a glance, some weapons seem very overpriced or under-priced, but there are factors such as ammo scarcity and other properties that come into effect.

One Handed Weapons

Weapon Damage Size Reach ENC AP/HP Traits Cost Bowie Knife 1D8+1 M S 1 6/10 1000 Cattle Prod 1D4 S S 1 10/10 Fatigue Damage 450 Cleaver 1D3 S S 1 5/4 20 Chopper 1D4+1 S S 1 5/6 800 Combat Knife 1D6 S S 1 5/8 500 Hatchet 1D6 S S 1 4/6 75 Knife 1D3 S S - 5/4 20 Lead Pipe 1D8 S S 2 6/8 75 Machete 1D6+1 M M 1 6/10 50 Police Baton 1D6+1 M M 1 6/12 70 Ripper 1D10 M M 1 6/12 1200 Rolling Pin 1D3 S S 1 3/3 10 Shishkebab 1D10 M M 5 6/12 Immolate (1D3) 2500 Tire Iron 1D4+1 S S 1 4/6 40 War Club 1D8 S S 1 4/8 75 Small Guns (Pistols) Weapon Damage Range Firing Rate ENC Ammo Load Cost .357 Magnum Revolver 1D6 50/100/200 1 1 6 3 110 .44 Magnum Revolver 1D10 50/100/200 1 1 6 3 2500 .35 Auto Pistol 1D8 50/100/200 1 1 7 3 1750 5.56mm Pistol 1D6+1 50/100/200 1 1 5 3 1200 12.7mm pistol 1D12 50/100/200 1 1 7 3 400 Hunting Revolver 1D8+1 50/100/200 1 1 5 3 3500 M&A 9mm Pistol 1D8 50/100/200 1 1 13 3 1750 N99 10mm pistol 1D8 50/100/200 1 1 12 3 750 Ranger Sequoia 1D8+2 50/100/200 1 1 5 3 1200 Police Pistol 1D6+1 50/100/200 1 1 6 3 1000 Silenced .22 Pistol 1D6+1 50/100/200 1 1 16 3 80 Other Stuff

Creating Cults/Brotherhoods from scratch is something I haven't had time to do thus far.

I've created a radiation mechanic that works like this: Eating and drinking most food items or entering an irradiated zone gives the player radiation poisoning, or ‘RADs’. Characteristics drop at certain thresholds, and radiation poisoning kills the character at 100 rads.

There are five thresholds (20, 40, 60, 80, and 100 rads).

Rads Level Effect 0-19 No Effect - 20-39 Minor Radiation Poisoning -1 CON 40-59 Advanced Radiation Poisoning -2 CON, -1 DEX 60-79 Critical Radiation Poisoning -3 CON, -2 DEX, -1 STR 80-99 Deadly Radiation Poisoning -3 CON, -2 DEX, -2 STR 100+ Fatal Radiation Poisoning Death

Rad exposure is usually limited; only very rarely will zones be so irradiated that venturing into them results in a quick death. One needs to stand in +1 rad water for a significant time and more generally it is possible to move through radioactive water dozens of times before reaching the 20 rad threshold.

When exposed to radiation, per the GM:s decree a roll of Endurance should be made. The difficulty grade depends on the level of radiation. How often these rolls are made are up to the GM but in the table below there is an estimated period of which a new roll should be made.

Level of Radiation Period Difficulty Effect (Critical, Success, Failure, Fumble) Minor Radiation Every hour of exposure Easy 0, 0, 1, 3 Major Radiation Every hour of exposure Standard 0, 1, 1D10, 10 Critical Radiation Every 20 minutes of exposure Standard 0, 2, 1D10+1, 11 Deadly Radiation Every 10 minutes of exposure Hard 0, 3, 1D10+2, 12 Fatal Radiation Every minute of exposure Formidable 0, 6, 1D10+5, 15

Adding to this are ways to lower your radiation poisoning (paying a doctor, using RadAway, etc.), and having your Radiation Resistance improved through clothing, armor or chems.

I have more tables on this and that but reddit formatting is killing me.

TL;DR I'm in the process of working on a Fallout game/setting using the Mythras ruleset. In this post I will present my ideas so far and include a bit of my design thoughts and processes. This will be presented through headings, ranging from Skills, Careers and Perks. Feel free to critique and discuss ideas!

Edits: Formatting, added Characteristics summary.

submitted by /u/Dat_Guy_V to r/Mythras
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Categories: Martial Arts News

Life turned out to be little harsh for me after college… struggling to find a job

6 hours 54 min ago

Hello, I have graduated school around 2.5 years ago and I worked so hard to get my degree (I didn’t take any summer break but did my best to graduate early). I graduated from well known school from America, which was good but shitty thing happened to me after I came back to my country for work. I torn my ACL during martial arts lesson and had nearly a year off from the job market. After I got out, I did few months internship in bank and worked in another country in finance industry. But previous employer withheld my salary, which means they stopped paying me commission for no reason and threatened to sue me if I move to another rival company. So I pretty much got black mailed. Now my parents are frustrated, and I came back to my country, still unemployed. Because of my degree, I got some chances to have interviews with few firms but some reason, either they had better candidates or ghosting me after first round. I have reviewed my interview skills but I really didnt see any issues. It’s quite frustrating… it’s been around 5months after I left my previous job, and I just feel like I am unlucky person at this point.. has any body went through similar situation or any words for me plz?

submitted by /u/Medium-Tennis8227 to r/jobhunting
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Categories: Martial Arts News

Masaru Takahashi on the Origin of Daito-ryu

6 hours 57 min ago

Masaru Takahashi, a direct student of Yukiyoshi Sagawa and a martial arts researcher, examines the historical roots of Daito-ryu in his latest book on Daito-ryu Aiki Kenjutsu and concludes that there was no organized martial tradition pre-dating Sokaku Takeda, that Sokaku Takeda himself was the founder of Daito-ryu.

Daito-ryu Aiki Kenjutsu

He is one of only three students to have reached 10th Gen (the highest level certification) under Yukiyoshi Sagawa, and has published a number of books in Japanese researching Daito-ryu, as well as being a regular contributor to Hiden Magazine. More from Masaru Takahashi:

"Sagawa Yukiyoshi, Masaru Takahashi and Breath Training in Daito-ryu"

https://www.aikidosangenkai.org/blog/sagawa-yukiyoshi-masaru-takahashi-breath-training-daito-ryu/

"Strange, Odd and False Theories of "Aiki""

https://www.aikidosangenkai.org/blog/strange-odd-false-theories-aiki/

submitted by /u/Sangenkai to r/aikido
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Categories: Martial Arts News

Meeting a Martial Artist Crush...

6 hours 58 min ago

an older martial artist mom, her son's best friend has known her since childhood and always had a fascination with her martial arts.
He is now 22, she's in her mid 40s. They meet randomly..he's on vacation and she just helped at a local dojo doing seminars.They agree to have dinner and he confesses his admiration and borderline fetish for her doing matial arts. She's flattered and wants to give him a night to remember....

submitted by /u/musclemom1234 to r/FootFetishStorytime
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Categories: Martial Arts News

[ Villainess Manhwas Recommendations that I have read so far which are good ] (part 1)

7 hours 43 min ago

<<<Manhwa>>>

<ongoing>

  • The Villainess Lives Again (realistic political sense; FL is so smart in politics)

https://preview.redd.it/3hhogy56l0yc1.png?width=208&format=png&auto=webp&s=ff57414199dcca629412c47fe8c34746a677652d

  • Roxana

https://preview.redd.it/1mmzrcfqm0yc1.png?width=202&format=png&auto=webp&s=53a78acb1ce88659e3b4c6efd5e5cd30b4d88b09

  • Villains are destined to die

https://preview.redd.it/t4k0ww1tm0yc1.png?width=192&format=png&auto=webp&s=073339a285da77fc3f8c3bd1200ca2c58335e3bb

  • I am the real one

https://preview.redd.it/mu4tjylvl0yc1.png?width=203&format=png&auto=webp&s=3ba4a73616488a8b9399efe4d6b02afc31f30320

  • behold the true villainess (fl is funny and she was an atheles in her past life so the story line is really entertaining)

https://preview.redd.it/xe47l181n0yc1.png?width=201&format=png&auto=webp&s=54e2681be32b58806fdfad1ab8fb91e7d832919e

  • the demonic contract (or) asmodian contract ( The fl personality is just wholesome , it is really funny and entertaining too, since The princess from hell become the human princess)

https://preview.redd.it/ja8n2vs7m0yc1.png?width=203&format=png&auto=webp&s=17aa1af02a3a96c5f7b2514a19f15c255e9f728d

  • master Villainess is invincible, or I am martial artist Villainess, but I am the strongest. (it is also funny but in here they make her OP character after she possessed and change the fate of her life)

https://preview.redd.it/j3oruu3nm0yc1.png?width=214&format=png&auto=webp&s=5c620098506755ccd63070534ab82ba27f705d3d

  • Villainess has fun again ( just go to fun story)

https://preview.redd.it/d0z6cgtvn0yc1.png?width=199&format=png&auto=webp&s=f9c15afbaf2b07c3d88856d71fded3ddcd6e70de

  • I will fall with the emperor( hold on guys , the first time in early chapters the ml is bad , I know , and that make the character more you know realistic , and later you will found out that those two are just perfect dynamic villain couple >> so don't miss this guys, Intj male lead and entj female lead both perfect )

https://preview.redd.it/xurtwgieo0yc1.png?width=191&format=png&auto=webp&s=47462f7068a3f54041420c381482f8ccd4a8e687

  • Philomel, the fake

https://preview.redd.it/saaltb1oo0yc1.png?width=202&format=png&auto=webp&s=3c8a1fbd3035181a33baf97f7066c1a5df77b91f

  • The perk of being the villainess( the fl is INTP , the art is beautiful and how she deal with problems , the story line is so good guys)

https://preview.redd.it/lwuxc4dwo0yc1.png?width=194&format=png&auto=webp&s=b042f1014c5257a7fe94b3f4539744c07254e068

  • I will live the life of a villainess ( again guys , those two are perfect villain couple again, they both transmigrated into novel , so the plot is somewhat new to experience)

https://preview.redd.it/gbn7ix6dp0yc1.png?width=200&format=png&auto=webp&s=4cb0dc9c6a69a44d428b70f4d4c8be816af5ce53

  • sss class hunter doesn't want to be a villainous princess

https://preview.redd.it/nmw6tavsp0yc1.png?width=192&format=png&auto=webp&s=d24e38df2fff77a66ea7aa755132bcc779a96bcb

  • the deadlines are raining in the status window( guys if you already read ::"if you touch my little brother you are all dead ", they are the same author.. Like that said .. the female lead just awesome funny and she just care about money and being alive and being simp just so funny , )

https://preview.redd.it/e5256fi7s0yc1.png?width=193&format=png&auto=webp&s=cba1e5b9a62b9b7375f381f34071f2ff97a57841

  • author of my own destiny ( can't upload due to too much attachment photo)

< completed>

  • concubine walkthrough(guys this one is really heart touching and good world building with unexpected plot twisted , worth reading)

https://preview.redd.it/zatbkm2sq0yc1.png?width=197&format=png&auto=webp&s=ccbf0a60eb4cb8245340d730aa311ff665af4fbe

  • Beware the villainess( really funny one )

https://preview.redd.it/hzh0xrazq0yc1.png?width=212&format=png&auto=webp&s=9a25cced5ed1faa514685faaf881f28447e5cd6f

  • Kill the villainess ( really sad to read through but has happy ending thankfully)

https://preview.redd.it/8310wdv1r0yc1.png?width=194&format=png&auto=webp&s=437d0cec88c26456a45b4614ee9a8d4e650945f5

  • the villainess maker (old but gold)

https://preview.redd.it/9zjvo0abr0yc1.png?width=196&format=png&auto=webp&s=0b6f8a9d3dfd1e7c39f78b73c3d49000e09710e5

  • the villainess turn the hourglass( the fl is really smart)

https://preview.redd.it/etb8suner0yc1.png?width=201&format=png&auto=webp&s=14659d532068a0d92abdad4b0d25963238b439f2

  • when the villainess loves

https://preview.redd.it/mwasslhxr0yc1.png?width=203&format=png&auto=webp&s=7cb1ec85ecca374b2d4c357f31485192c522e913

submitted by /u/SueZaw27 to r/manhwa
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Categories: Martial Arts News

Guardian, Ludonarrative Dissonance, and Lessons That Could Be Learned From the 4e Fighter

8 hours 6 min ago

With all the recent conversation about Guardian, it's interesting to me how controversial everything about it seems to be. Some people think the class only need minor adjustments, others think it should be burned to the ground and reworked from scratch. Some think Taunt is useless, others think it's the best thing mankind ever created. Jest-y hyperboles aside, I started trying to figure out why such radically different experiences, and I think I arrived at something. Maybe.

What is a Tank?

Defining the word "tank" or similar terms such as "defender" has always been hard. There's been plenty of discussion over the years, memes, and even a Tank Alignment Chart for a reason. You can generally get people to agree that a tank needs to be sturdy and have a way to make people actually want to attack them, but get past that and things get really blurry.

Does a true tank need to be able to endure the entire opposing force beating on them continuously? Well that certainly sounds cool as hell but almost impossible to make work in a TTRPG scenario. Do they need to be able to tank single target bosses? Minions? Both? How directly do their abilities need to work in terms of making people want to hit you? These are all questions you'll get wildly different answers for.

But there are some interesting patterns to look at.

Narrative vs Mechanical Reality

You are the shield, the steel wall that holds back the tide of deadly force exhibited by enemies great and small.

When you open the Guardian class, this is the first sentence you see. If you look at everything else, from Irabeth's art to the feat names and ability descriptions, they all seem to paint about the same picture: you are the toughest, bravest bastard around. That means you'll be in the frontlines, smacking people's heads and taunting the scariest enemies so they keep focusing you, right? Right, Anakin?

Well... no. Right now, that doesn't seem to be a good way to play a Guardian. Being in the frontline means you can't Intercept for your squishies, and taunting a boss monster is almost suicide. Hampering Sweeps, as broken as it is, is currently the main way to make that playstyle viable, but the rest of Guardian's kit doesn't lend itself to that at all.

If you play as a mid-liner who stays very close or even adjacent to your squshies, and only use Taunt on enemies that are either too weak to be a threat to you but could be one to your allies, or that are positioned in a way that they can't attack you properly, everything starts clicking better. Is it perfect? Absolutely not. Is it as good as a Champion? I don't think so either. But at least it's functional. If you see your Guardian as a tactician, a sort of defensive analogue to the Commander who will play dirty or even cowardly when needed to win, it's a decent class.

The issue is: a lot of people, myself included, don't want to play this class like that. It's very far from the fantasy we're looking for.

The weapon proficiency/specialization weirdness ultimately comes down to a similar issue. The idea of a martial with bad weapon progression that uses Strikes as a last resort is definitely not unworkable, but how much does it really fit a "heavily armored warrior" class? At which point do you start asking yourself why the class is even a martial and not some kind of pure skill monkey/tank or a dedicated Grappler?

A New (Combat) Challenger

The 4e Fighter, later renamed Weaponmaster due to Essentials shenanigans, was a very controversial class on release. No, not because of people calling it overpowered. Wrong game. It was controversial because 4e made the Fighter an explicit Defender, with martial damage-dealing roles going to the Rogue, Ranger and later on the Barbarian instead. Anyone who actually played 4e for long knows that the Fighter dealt a shit ton of damage anyway, but I digress. This is just a fun piece of history not too related to the main point.

Fighter's main thing was a feature called Combat Challenge, which was basically two features in one. I'll be paraphrasing because I don't want the Pinkertons at my doorstep:

The first part of Combat Challenge was a passive. Whenever you attacked someone, regardless of hitting or missing, they were Marked for one round. That means they have a -2 on all attacks that don't include you as the target or one of the targets. Every Defender had a Mark ability, but Fighter's was unique in being tied to your attacks instead of an ability you had to activate.

The second part was a reactive power. As an Immediate Interrupt (in PF2 terms, that would be a Reaction that is resolved before the triggering action), you can smack someone who tries to Shift (Step) away from you or ignore your Mark and still attack an ally anyway.

Both abilities are extremely simple, but just by reading them you know exactly what you're supposed to be doing as this class. You go to whoever seems the most threatening to your party, your smack their ass, and you don't let them attack your friends properly. If they try anyway, you punish them for it. Though there was also some nuance. For example: with the way Fighter's Mark worked, it completely flipped the usual script for targeting. In almost every turn-based RPG, you want to focus all your attacks on one target to kill them as fast as possible. If Fighter had a multi-attack power, though, there was a big incentive to spread out the attacks as that was one of the only ways of Marking multiple people.

They also had another feature called Combat Superiority, which made your Attacks of Opportunity gain a bonus to hit and stop enemy movement if they do hit. That one is less relevant for us, but it rounded out their kit nicely.

Challenging Lessons

I'll preface this by saying that I don't think 4e Fighter is a perfect class, or that Guardian should be a copy of it. That said, there are some places where I believe the former succeeds and the latter not as much.

First of all, Weaponmaster did the Tough-Ass Protective Warrior fantasy like no other. Everything about their mechanics incentivized you to be as much on people's faces as possible. While other Defenders like Swordmage and Paladin would sometimes prefer staying a bit back and using their allies as bait, playing cowardly was (almost) never a good option for Fighter.

Second, your Mark was tied to your attacks, which gave you a great reason to be "the martial defender". Attacking enemies was never a selfish act, because by doing so you were also helping your team.

And lastly, their kit was extremely cohesive and intuitive. Combat Challenge's active abiltiy fed into its passive, and Combat Superiority was there in case they try to ignore both by running away. You were a walking catch-22 for enemies, which I think the PF2 Champion also achieves really well, but Guardian not so much. Their abilities feel like a set of mostly unrelated tools, and there are some situations that don't seem very well covered by any of them (like protecting a melee ally against a boss enemy).

Conclusion

Again, the point of this post is not that we should turn Guardian into a hyper-aggressive tank and ditch what it's trying to do right now entirely, but I feel like it's not exactly resonating with what myself and many others would expect from the fantasy. The fact that so many seem to not even get it and end up "playing it the wrong way" says a lot.

I think the tactical protector who taunts from far away and wiggles themselves into putting enemies in bad positions is a valid fantasy, but I'd also like to see more incentive to do the frontliner thingy in the core chassis instead of a single busted feat. I'd like the mechanics to tie into each other to serve a gameplan better, and more intuitively. I'd like the Guardian to be better at using weapons, and then be given utility-based incentives to attack enemies, just like the Commander has, so it feels more like a martial class.

submitted by /u/DMerceless to r/Pathfinder2e
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Categories: Martial Arts News