This time around I intend on having a bit more salty-bits for the PC's to chew to keep them thirsty. So I am going to be taking some of the observations I had of how you handled games, well expertly stage managed with Makk. Don't take that the wrong way, you did some amazing work there, I noticed and was more than a bit impressed.
"...I've been playing around with martial arts as Talents for a while. T&T's combat system is generic enough to make traditional RPG martial arts irrelevant. Karate and pugilism tend to be pure fighting and don't fit well with Talents. Ninjitsu and Judo make wonderful Talents..."
I happen to be working something probably not entitled "Wrestlers World," for TAG (or TROTT, Tom's Rip-Off of T&T as Peryton calls it, but the rules matrix is totally different of course). As I am not a wrestling fan, just a fan of campy wrestling movies and D.ick the Bruiser (from the Motown!), so mapping out the "Talents" is a way of making it a bit of fun. Elements of this are probably going to bleed over into the T&T campaign. I might look at old AD&D "Oriental Adventures" campaign for inspirations on new Specialist Types of NPC's for the players to encounter.
"...I've also tried martial arts as a super power (ala PowerTrip). Works great for specialized maneuvers like the Touch of Death..."
So how do you vary between the 'form' of martial arts and the specific Talents, in either straight T&T or the PowerTrip? If you've posted about it in another topic already, feel free to point me in that direction.
Thanks for the compliment. I am more than a little curious about your gaming observations...
Martial Art Talents need to include maneuvers. A martial artist knows a number of maneuvers equal to the character's level. Every new level means the martial artist has automatically learned a new maneuver.
Martial Art Talents currently flip combat around. Everyone rolls their HPT per normal combat, then the martial artist picks 1 maneuver and rolls a saving roll at their opponent's level. A successful saving roll means the maneuver succeeds, apply the benefits. It is still a work in progress and subject to semi-arbitrary adjustments.
Here is a Martial Art Talent Example: Tijah Player Talent: A martial combat game plays a lot like chess. Maneuvers: Shadow Strike - Double Spite Damage Enfolding Darkness - Negate your opponent's HPT. You may choose to apply up to your full HPT as damage to your opponent ignoring armor Revealing Light - Add your level in dice to your HPT. Dazzling Grace - Take no damage
I have not seen PowerTrip yet, but in T&T Superheroes, martial arts made a great origin for the superpower. Naturally most martial art powers have no range: Nerve Touch aka Immobilize Cobra Strike aka Vorpal Stunning Blow aka Psychic Attack Cheetah Pounce aka Resistance Centered Meditation aka Regeneration Vulcan Death Touch aka Sleep Iron Belly aka Invisible Armor -- Force Field Buddhist Palm (Touch of Death) aka Energy Beam--Death Brick Punch aka Energy Beam- Shatter
I don't remember these from before, but they are marvelous. Treat like talents or perhaps "magical" abilities (for function)? As to class, maybe "monk" or "martial artist" should be it's own category that incorporate these special abilities to choose from. Thoughts? Also, I recently picked up a copy of Sentinels of Echo City which is a superhero game with a D20/OSR engine. Naturally, I thought of T&T and how these rules might be useful meshed with T&T. In the game they have what are called "traits" which are essentially super abilities. One of the big obsticals in my mind in superizing T&T is how to reflect super attributes (like super strength, super speed etc) when characters already can advance their STR, DEX, INT etc to very large numbers indeed. But we know, that under the current rules, that just b/c, for example, a warrior has a 50 STR she cannot likely lift a carriage over her head. More reflecting the combat prowess that they gain. But, T&T "super" characters who have "super" attributes, could apply their STR (e.g.) to lift really heavy objects, throw them, cause knock back and other super like effects, requiring a SR to do so. The heavier the object the greater the difficulty level. Same with other super attributes like DEX, SPD etc. This opens up a realm of possibilities. With super DEX SR a super powered hero could dodge multiple opponents like Spider-Man and stunt easily. With a super INT SR a character could create weird and wonderful items like a mad scientist does. Obviously, there needs to be restrictions here and there. But, it opens up new possibilities. Other powers can use current "spells" (as has been suggested elsewhere on this forum) to reflect the effects of common super powers like super speed (Little Feets), short range teleporting (wing wink), power blast (TTYF), etc. As it is, most spells are actually super powers in a sense. But till now, it has been the attributes that have been throwing me.