I've been doing some thinking about this. I can understand that according to game balance, this is something one would normally be shied away from. In fact, possibly, for sanity's sake, it's most likely something I should shy away from. The fact is, though, I've opened this can of worms, and I should at least address the possibility.
I don't really see that much of a problem of martial arts and giant robots. If you've seen the Gundam series, you know it's not that big an issue. With Veritechs, though, there are a few points to make.
First, Veritechs aren't meant to engage in prolonged hand-to-hand combat. They're dogfighters with benefits, I feel. They can throw a bunch or plunge a dagger into Varja, but performing flying dragon kicks are not really what they're meant to do. Can they do it in a pinch? Yeah, sure! Heck, the first time they do it, it may work smashingly! When they get back to base, though, their maintenance crews are going to give them grief. There's a lot of delicate inner workings in the hands, legs, and joints. Inner workings that can be strained by high risk maneuvers.
Second, there are also some maneuvers that can be more easily performed in the vacuum of space than they could preformed in an atmosphere. A Veritech pilot skilled in capoeira (and blessed with a strong resistance to vertigo) could... maybe... pull off one of the myriad of unusual combat techniques of his form in space, but the strain on his machine when in an atmosphere would possibly tear his own vehicle apart.
Third, there are some mecha that don't have these problems and are almost meant for down and dirty, in your face hand to hand. The Queadlunn-Rhea comes to the forefront of my mind. While I doubt I'd see a Zentradi start spinning like a breakdancer, I do see a Zentradi that has learned a martial art like Sambo would revel in tearing apart their opponent with their mecha.
So, how does one balance all of these issue. Simply, using a little common sense, and adding a simple mechanic, I think, to make things make sense. If you're going to perform a martial arts maneuver you'll need to make a piloting check. There may be penalties based on the type of machine being piloted, and the type of maneuver. Success means you pulled it off, a failure means that you damaged the vehicle. Depending on the maneuver and how bad you failed, you may just take some damage back from the strike, or you may cause a crit on your own vehicle. I should have some "hard and fast" rules before I run the game. Right now, it's looking like this:
- Roll to Hit
- Make Piloting Check (even if the Hit roll fails)
- If the Piloting Check and To Hit Succeeds, apply damage as normal.
- If Piloting Check fails by 25% or less and To Hit Succeeds, apply damage to target as normal, and take half damage to the striking limb.
- If Piloting Check fails by 26% or more and To Hit Succeeds, apply damage to target as normal, take half damage to the striking limb, and roll on the critical table for that limb.
- If Piloting Check fails by 25% or less and To Hit Fails, roll again to maintain control of the vehicle.
- If Piloting Check fails by 26% or more and To Hit Fails, roll again to maintain control of the vehicle, and roll on the critical table for the limb that would have stuck the target.
Not exactly rocket science, I know. Also, as I mentioned certain mecha may get bonuses to the Piloting check, due to the structure and design of the vehicle. This would be determined on a case by case basis.
So, I am still working on this. Hope you enjoyed this update.
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