Friday, December 10, 2010

Archive: Of Mecha and Martial Arts (aka The Mecha-Fu Hustle) Part 2!

So... the next step that I'm looking at with this campaign setting is making sure that the Martial Arts do not completely unbalance a character's build. That being said, I will be instituting a bit more than "Replace you existing OCC Hand to Hand and lose a couple of skills" that is normally the process for upgrading hand to hand in most Palladium books.
I've looked through the Rifters, Robotech and Rift rule books, and I think the best choice is going to be to do some OCC Related Skill limiting. Basically, if a character has a martial art as in place of the standard Hand to Hand skill, then they will only get half of the available OCC Related Skills. There are some Martial Arts that may actually take up ALL the OCC Related Skills, though. Any of the  skill heavy martial arts, like Ninjitsu, would be subject to this.
Common sense is something else I am considering with this game set up. Some abilities and strikes are just not going to be able to be used while in a mecha. I'm sorry, but a Veritech is not a good channel for Chi. No mecha sized chi balls, no mecha based Atemi attacks, and definitely no mecha Dim Mak! Those are just examples, though. I believe in trying to maintain a bit of sanity, from time to time.
I'm thinking of putting together a list of the different styles of martial arts available, but I'm not sure if that would be such a good idea, just yet.

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