Ultimate Combat: what martial arts styles do you want?


Product Discussion

101 to 150 of 248 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Kthulhu wrote:
James Jacobs wrote:
Kthulhu wrote:
Non-Asian ones.
Such as...?
really huge list...

LOL!

BRAVO!!!!

Scarab Sages

there are alot of posts so have not read them all but

I would love to see some styles that enhance the monk abilities & include weapon to be used as monk weapons with monk unarmed damage - have you seen RL martial artists use a bo staff, nunchaku or quarter staff - they are surely doing FOB & the damage would be insane if they actually landed those hits properly not just close by for exhibition


Bartitsu, Defendu, Savate, Kane (french, Swiss or Britt),


Oh yeah these styles would go great in Taldan, Cheliax and places like that...


Personally I like to see some styles that thematically are different then the usual kung fu and karate, thus I would love to see a style like "Bartitsu", and I also like to see Sumo since it also stands out as being totally different in theme.

Sovereign Court

How about like Stav, Glima, Scottish Backhold, Dirk Dancing...lots of other fun stuff.

I'd suggest lots of weapon style fighting/combat maneuver stuff and not focus overly much on kicks and punches.


From a simulationist perspective, I think things have to be defined a bit better. I mean, a 20th level figter which strikes 4 times in 6 seconds with over +20 to the rolls probably is already a martial artist per se. His moves are precise and perfectly timed, and from an observer view, he probably moves like some wuxia-matrix martial artist.
So what exactly a martial art is? We can come up with elven archery, but how is it different than a double specialized double focused ranger archer?
Are they going to be something that add up spice to the combat for rogues and fighters or just stick to the monks?

Silver Crusade

The ancient Yorkshire martial art of Ecky Thump...


Savate Defense.

Oh I mean Savate? No I don't. Savate is the sporting form of Savate Defense. Savate has (iirc from a few years back) 4 basic punches and 4 basic kicks. It's a sport that you can also use as a fighting style, much like Boxing.

Savate Defense is a full featured martial art with locks, holds, throws, ground game, and a lot more than 8 strikes. It also has an awesome history that should be the basis of some martial arts backstory, even if it is probably half fake.

Basic story (And almost assuredly "elaborated"): Way back in the day, Sailors cruised the Med from Marsialles, a wretched hive of scum and villany. Now most of the time, the sailors were bored, and drunk, and had not a lot to do. So like most bored, drunk guys throughout history, they invented an incredibly stupid game. It was basically, "You stand there on the rolling deck, and I'll kick you. If you fall, I win. If you don't, you get to kick me!" From that basic game of Chausson, it evolved over the years gaining a stick fighting style (Cane du combat), a northern and southern style, and the integration of English Boxing for punching techniques. And after almost ceasing to exist during World War 2, it was reborn and modernized (something that continues today) into both a sport, and a full fledged street fighting style of martial art like Kajukenbo or Kenpo.

Savate, it's not just about Batroc the Leaper. ;)


Sean K Reynolds wrote:
In your opinion, which styles MUST be included in this section?

I really would advise against this method of defining martial arts styles. The problem with it is that two individuals of a 'broad' style can have vastly different combat styles, and even two practitioners of a 'narrow' style can apply it in very different ways and have different specialisations.

For example, some people would regard modern ninjutsu as a 'stealth' style relying on misdirection and sneak attack. Others would call it an aggressive/striking style, and still others a defensive/grappling style. In truth, it can be all three and depends on how you apply it because all of the above are included in the training. Hence if you decided that (for example) a ninjitsu-monk would have sneak attack rather than flurry of blows, you will undoubtedly get a flurry of responses from those that have seen/practised the art pointing to the multiple attacks you are taught in the style. No matter what research you do and what advantages/disadvantages you assign, somebody will moan that you got it wrong and point to an example that appears to show otherwise. You will have a pretty list of martial arts, but what's the point if it bears little relation to the true arts in the minds of the players?

Instead, I would suggest having a package of 'style options' available to monks and unarmed combat specialists - such as grappling, defensive, stealthy, striking, counter-attacking, and so on. Buying these as feats or feat-like options will allow players to customize their PCs with their own unique styles (which is what all the legendary martial artists did anyway!) without all the baggage of earthly styles.

RPG Superstar 2009 Top 32

While it is a neat idea to connect real work martial arts into the game system I think it opens a can of worms nobody really wants open.

Let's say you do, and do with style X and state that it is can do a list of items. Well which variant of style X are you modeling it after? I will use personal experience here, let's look at just Taekwon-Do (I am a 3rd Dan, and instructor and I am lucky enough to be one of the founding member of the Jun-Tong Taekwon-Do federation under Grandmaster Robert Dunn).
There are many different variants of just Taekwon-Do, the two major are sport and combat. WTF is sports Taekwon-Do, ITF is combat Taekwon-Do. Each style while both based on Taekwon-Do are very different.

I have sat down with masters and grandmasters and been part of conversations on how Taekwon-Do has changed and how to preserve it in the traditional style created by General Choi.

That is just the difference in one specific type of a martial art. Kung Fu has different styles. Each system or style can vary depending on the Grandmaster who runs the association and how he/she decides to change things and what to stress as true to their style.

I suggest not trying to make fighting styles like named martial arts, but go to the heart of the differences in the styles.
Come up with a list of different theories of martial arts and try to find a list that the developers like (aka not too long, but diverse).

A hard style striker with low defense.
A soft style striker with high defense.
A mix of the previous to give just average, could be listed as basic monk being the middle of the road.
A grappling style that is good at taking one creature down and breaking them.
A throwing style that uses the creatures own momentum against them to throw them around the battle field into enemies.

Then add magical elements to each different style, and maybe add some that mix martial with magical.

For instance a style that mixes dance and martial arts, to allow the attacker to ‘perform’ and give a bardic inspire courage like effect.

A variant that uses intimidate while fighting to strike fear into the heart of their opponents demoralizing them, maybe even causing spell like fear effects. Useable against one creature at low level and area effects at higher levels. Mixing necromancy with martial arts.

RPG Superstar 2009 Top 32

How about mixing each of the types of magic with martial arts.

Abjuration: A defensive fighting style, high AC high CMD.

Conjuration: Ability to duplicate themselves, like a shadow form appearing on the other side to grant himself flanking bonuses. Higher levels the ability to create a shadow copy of himself to fight when him on the battle field.

Divination: The all knowing guru who focuses not only on martial arts but on knowledge. Have the ability to figure out a weakness of a creature as they fight it. Maybe granting reduction in DR as the round progress, and/or to hit and damage bonus as he fights the creature, the longer you fight the better you get against that specific creature. ‘The more you learn about your enemy the less of a threat the enemy becomes.’

Enchantment: Able to effect the way an enemy thinks about him. Causing a confusion effect. Maybe a compulsion to attack his ally, but redirecting the attack, not just physically but also magically.

Evocation: Hadouken! Able to throw energy balls, or bring forth powerful energy to attack and cause extra elemental or force damage.

Illusion: Defensive fighter by not being where you think they are. Duplicate images, bonus to hit due to fake flanker, etc.

Necromancy: Healing themselves off the injury or death of others. Attacks that cause ability damage by breaking the creatures connection with life energy.

Transmutation: Self buffing, ability to give a stat modifier which can change from day to day. Change the state of one’s body, silver fist, adamantine feet, etc.

A martial arts style based on each magic system would rock! Look at each type of magic picks spell or spell like effects that just scream that type of magic and make that what the PC gets.

off the type of my head
Abjuration: mage armor
Evocation: scorching ray
Necromancy: vampiric touch
Transmutation: bull strength

RPG Superstar 2009 Top 32

I would be happy to have a round table discussion on the above ideas with others via skype or similar.


Just something I thought was funny - Al Bundy (Ed O'Neill) is a black belt in Brazilian / Gracie Jiu-Jitsu with over 15 years of training. Whoooaaa Bundy indeed.


OgeXam wrote:

A hard style striker with low defense.

A soft style striker with high defense.
A mix of the previous to give just average, could be listed as basic monk being the middle of the road.
A grappling style that is good at taking one creature down and breaking them.
A throwing style that uses the creatures own momentum against them to throw them around the battle field into enemies.

You could add:

A style that concentrates on power over precision.
A style that concentrates on precision over power.
A style that focuses on counter-strikes.
A style that uses tactical psychology to gain an advantage.

It's clear there are lots of 'style' options without having to use real-world martial arts.


Pathfinder Roleplaying Game Charter Superscriber
Matthew Morris wrote:

Maybe have the martial arts 'generic' names 'hard throwing' 'soft vital strike' etc. and a Golarion friendly name. ('hard close combat' = Taldoran Badger style, for example) then have a sidebar/chart with all the names listed broken down by hard/soft arts.

That way, we have the basic styles, Golarion names, and idea for other names. "Hmm, I want my spartan style marital combatants to have a hard locking style. Let me look at the names... Wow, Systema sounds cool!"

I like this approach.


Sean K Reynolds wrote:

Thanks for all the input so far!

To clarify, I doubt this book will have entries for karate, judo, and other Earth names, mainly because most games don't take place on Earth. We'll probably either go with practical names ("Defensive Acrobatic Style," "Offensive Scorpion Style," and so on) or create flavorful names (roper style, dragon style, etc.) and in each's introductory paragraph, pointout "This style is good for emulating combat styles such as X, Y, and Z."

In other words: it is important for a fan of judo to be able to find the word "judo" in th book so he can play a character based on his own knowledge, but it is important to avoid the baggage associated with prominently using the name of that style in the book (I'm sure anyone who takes the Karate Initiate feat is going to be the target of endless Karate Kid jokes, for example).

My vote is to go with the flavor names and tie them to a Pathfinder location, or language. For example, 'Tien Ka' could translate as 'Fist of the Motherland'. Maybe 'Tzufu Za' after the Tzu-fu Temple is such-and-such a region?

Also, rather than using the word judo which breaks flavor, I would just describe the style. One who practices judo will naturally pick that style. In other words, your inspiration behind the style will be secret but obvious to those "in the know".


heres my idea.

i would like to see a class similar to the 3 martial adepts from the book of 9 swords. maybe we can combine aspects of the 3 into a single class with a heavy swordsage focus, but the manuever system would be overhauled entirely. aspects of all 3 can be thrown in, the point is to create a class that could cover a variety of fancy martial concepts ranging from ninja and samurai to wuxia movie hero and martial artists. it would be very modular, pick your manuevers from a smaller list (think like rogue talents or magus arcana) and they would scale with level rather than needing to be traded. the fluff would need to be mutable enough to fit a variety of concepts. we could call this class the martial adept.

my idea of a class skeleton template would be that of the monk

d8 hit dice

full b.a.b.

all 3 good saves

4+int modifier skill points

but at the very least treat it as full bab for either CMB or initiating a manuever if it ends up being 3/4. it needs the bab for it's manuevers.

qualifies for fighter specific feats as if it was a fighter of the same level

manuevers of fantastic proportions that can be spammed as at will abilities that scale with level. all useable as standard actions and just as potent as making a full attack with a 2handed weapon, although possibly different in effect.

the ability to add dexterity in addition to strength for melee damage.

a higher movement speed (think monk but treated as a bonus to base speed rather than an enhancement bonus)

maybe wisdom to Initiative/AC/CMD/CMB/Hit and damage with specific weapon or few in light armor.

i beleive many of these martial arts styles could be turned into feats as well as the manuevers utilized by this suggested undeveloped class frame. (i mean swordsage clone)

RPG Superstar 2013 Top 16

Two awesome Korean styles:

Hapkido - you attack me and I break you so you can't/don't want to continue (similar to aikido in that you use opponents energy against them - simplistic description I know)

Kook sul won - Korean weapon style (not entirely, but mostly) often using smaller, faster weapons - i.e short style swords, staff, short staff, knives, nunchaku, walking canes, even things like ropes and belts

Nifty cool styles


I don't regularly on these forums but my friend suggested that, as a mixed martial arts instructor, I should throw in my two cents. I think the styles Sean Reynolds listed cover pretty much everything in terms of style. The only styles I would add to the list would be: boxing, to cover the most in depth punching styles; ninjitsu, the style that makes the most use of pressure points, in my opinion; and kick boxing/muay thai. I appreciate that grouping the last two together will offend a lot of people. I can imagine the phrase "They're nothing like each other!" coming up more than once. But in terms of breaking game rules down to be different for each style, the shorter the list the easier the job. I honestly don't think they are different *enough* to warrent differing rules.

I hope this was helpful and I hope those who like styles that aren't listed aren't too offended.

Sorry if I got the wrong end of the stick as to what was wanted for this forum.


While putting in rules for real-world martial arts is nice, I really look forward to more "fantasy" styles of martial arts that don't exist in the real world.

I also believe, being a fantasy game and also a suggestion that can double as inspirations for Oriental Adventures/Anime-themed campaigns, that there needs to be some supernatural elements to some of the styles, even real-world ones, like judo-flipping a storm giant, for example.

I wouldn't say to blatantly rip off of fighting games, such as channeling ki to shoot out a "hadouken", BUT I do believe you guys need to play games like Street Fighter and Fatal Fury for some ideas on mixing supernatural elements into martial arts, and maybe some japanese anime. Akin to Sagara Sanousuke in "Ruroni Kenshin" when he learns Futae no Kiwami, Rock Lee and Gai when they open their "gates" in Naruto, or even techniques seen from "Fist of the North Star".


Real martial arts can be way awesome even/especially when mixed with the fantastic.

Though the fanservice can be really annoying, History's Strongest Disciple Kenichi is a great example.


This one should be a feat. Prerequisite +6 BAB, Improved Unarmed Strike.

James Kirk Fighting style. Study opponent as a full round action in melee range. During the next round use one iterative attack to double fist to the gut, then another iterative attack overhand double fist right between the shoulder blades. Fort Save 10+BAB or be knocked unconscious, fall prone either way.


I'd love to see a back-alley scrapper sort of fighting style - all about pragmatism, dirty tricks, and persistent, direct force when neither of those work.


ProfessorCirno wrote:

Real martial arts can be way awesome even/especially when mixed with the fantastic.

Though the fanservice can be really annoying, History's Strongest Disciple Kenichi is a great example.

Point being, who created martial arts in OUR world, never had to deal with dragons, wizards and devils.

I'm totally for a "real" base for feats, maneuvers and new mechanics.. but the fact that our "artists" live in a magic world should be taken into consideration.


I would look to some of the things martial artist can do in the "real world" that seem pretty fantastic. Things like on National Geographic's Fight Science show, which at times is a very cheesy show IMHO, but shows off some pretty skilled athletes doing some wacky stunts.


Aren't those stunts already available thorugh the acrobatics skill?


Kaiyanwang wrote:
ProfessorCirno wrote:

Real martial arts can be way awesome even/especially when mixed with the fantastic.

Though the fanservice can be really annoying, History's Strongest Disciple Kenichi is a great example.

Point being, who created martial arts in OUR world, never had to deal with dragons, wizards and devils.

I'm totally for a "real" base for feats, maneuvers and new mechanics.. but the fact that our "artists" live in a magic world should be taken into consideration.

Neither did the people who swung swords, wore armour etc.


Dabbler wrote:
Kaiyanwang wrote:
ProfessorCirno wrote:

Real martial arts can be way awesome even/especially when mixed with the fantastic.

Though the fanservice can be really annoying, History's Strongest Disciple Kenichi is a great example.

Point being, who created martial arts in OUR world, never had to deal with dragons, wizards and devils.

I'm totally for a "real" base for feats, maneuvers and new mechanics.. but the fact that our "artists" live in a magic world should be taken into consideration.

Neither did the people who swung swords, wore armour etc.

What I said above counts for sword-swinger too I guess...


Kaiyanwang wrote:
Aren't those stunts already available thorugh the acrobatics skill?

In some contexts, yes. Buts their applications that may make them fighing style related, and perhaps more appropriately handled through attacks, modifiers, feats, etc.

But really I am just saying that there are a lot of crazy things the body is capable of with the right training in RL. I like a little realism in my fantasy, because it makes helps suspend disbelief, ands it just damn cool.


If for realism you mean "reasonably tight connection between mechanics and fluff" I'm 100% for it.

What I meant above is that some little part of the martial training could be devoted to deal with magical opponent.. in a martial way (I remember in ELH the Monk was able to parry orbs and other spells with a roll to hit).

Just a silly example :P

Moreover, going on your route, I definitively see that more can be done for the Acrobatics skill. I remember in Oriental Adventures the DC 40 (!!!) Tumble check to transform a 5 foot step in a 10 foot step.

(if one does not see how cool is it, doesn't played enough melee combatants.. and does not know the Complete adventurer Scout class :P )


The Keysi Fighting Method would be interesting to see.


I have to say i'm pretty excited about this whole idea...
The thought of a Bard with perform:dance using Capoeira in combat...just wow.

Just don't let the styles turn in to the steaming pile of crap ToB was.


I think that there are more then enough examples of actual martial art forms to derive a list from. A way to pick martial arts for the book could be to pick a static number you would like to apply to each class. I'm more interested in their application to current classes. Like fleshing out characters by applying "martial art x" to "y" class. An example would be a version of professional wrestling to Barbarian. Feat association begins to manifest in the players mind. I'd want that character to have a grapple feats that chain to throws. This is also an opportunity to fix player issues with the monk class by giving each associated martial art/feat progression a specific role. The following are some ideas that include previous feat progression so that entire feat lines don't have to be made per form. I have also tried to tailor them to specific classes to supplement current roles.

Barbarian: Greco-Roman, Freestyle Sambo
Feat: allows throw anything to include people with a damage modifier based on slam.
Feat: Neck Crank/Leg Lock, Adds bonus damage to grapple with a threat range and critical modifier.

Bard: Capoeira, Tai Chi
Capoeira could unlock Dazzling display without weapon focus. It could also unlock deadly stroke at BAB +8, minus the con bleed.
Tai chi could be used to enhance save checks against fear etc based on the clearness of mind. This could be an enhancement bonus to the bards various buffs for choosing this form.

Druid: Animal styles/Wild Style (generic I know)
The druid forms an affinity for specific wild creatures and tries to emulate them. At levels 1-3 magic weapon could have a bonus if cast on self. This would be to vary the usual shillelagh leveling. At 4th level and each beast shape afterward the druid can pick a favored form. When the druid cast magic fang on themselves and then wild shapes before the duration ends the magic fang applies to natural attacks of the beast shape for the duration of the beast shape. This option could be made available only if animal companion is not chosen. This could be a way to narrow the disparity in damage per round.

Fighter: Generic feat selection
Fighters should be be able to pick almost any combat feat. I don't believe fighters deserve a fighter only martial art. They will have the ability to cherry pick their favorite feats and build better feat progressions due to the fact that they are a fighter in the first place.

Monk: First and foremost,
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/whyAllTheMonkHate

The main points I took from this thread were mobility, role, and MAD. I think a simple solution would be Monk only feat progressions. I believe after the normal monk feats and APG monk styles the monk may be overloaded if you add another twenty fighting styles to their arsenal. Instead you could make the monk feats be based on personal growth of the monk and independently developing their own style. Unlocking the secret truths of martial arts as they level. Below is an example, that would also help fix the mobility argument.

mobility focused feats- Tailor feats to play off their mobility by adding special attacks that use mobility or make comparable damage to flurry.

Shadowless kick: has a damage modifier based on charge distance.

Greater shadowless kick: has a flurry built into it.

I feel like this post is drifting off topic as far as what the OP asked for. Therefor I am cutting it off here.


Sean K Reynolds wrote:
(I'm sure anyone who takes the Karate Initiate feat is going to be the target of endless Karate Kid jokes, for example).

This post made me wonder how these {fighting styles} will be implemented.

If they are an additional Feat, that would rather strongly amplify the current situation where Improved Unarmed Strike and Grapple are signifigant Feat Tax for any character besides monks, especially for non-Fighters (2 Feats just to be able to Grapple pretty much writes Grapple of the game for 99% of PCs... same for most other Manuevers, of course - barring those that can be done via Reach Weapons).

I could see Martial Arts Schools as being TRAITS which didn´t grant all that much power by themself (possibly requiring certain Stats or taking certain Feats to qualify for the Trait), but that allowed special usages of Feats you might normally take, or special ways to qualify for Feats (e.g. one school might allow taking Imp. Grapple without Imp. Unarmed), besides access to special ¨school only¨ Feats (though many of these could also just have one set of pre-reqs if you have the correct school, and one set of pre-reqs if you don´t)


OgeXam wrote:

How about mixing each of the types of magic with martial arts.

Abjuration: A defensive fighting style, high AC high CMD.
Conjuration: Ability to duplicate themselves, like a shadow form appearing on the other side to grant himself flanking bonuses. Higher levels the ability to create a shadow copy of himself to fight when him on the battle field.
Divination: The all knowing guru who focuses not only on martial arts but on knowledge. Have the ability to figure out a weakness of a creature as they fight it. Maybe granting reduction in DR as the round progress, and/or to hit and damage bonus as he fights the creature, the longer you fight the better you get against that specific creature. ‘The more you learn about your enemy the less of a threat the enemy becomes.’
Enchantment: Able to effect the way an enemy thinks about him. Causing a confusion effect. Maybe a compulsion to attack his ally, but redirecting the attack, not just physically but also magically.
Evocation: Hadouken! Able to throw energy balls, or bring forth powerful energy to attack and cause extra elemental or force damage.
Illusion: Defensive fighter by not being where you think they are. Duplicate images, bonus to hit due to fake flanker, etc.
Necromancy: Healing themselves off the injury or death of others. Attacks that cause ability damage by breaking the creatures connection with life energy.
Transmutation: Self buffing, ability to give a stat modifier which can change from day to day. Change the state of one’s body, silver fist, adamantine feet, etc.

I just wanted to quote this because this is exactly what I hope to see in the Magus, i.e. implementation of Magic School Specializations, with abilities that key off the normal Wizard School Abilities, but also go above and beyond them to focus on a FIGHTING Magus with the given School Specialization (and a General School as well, of course... probably having extra spell slots per spell level).

Of course, this could even be extended via a Magus-Monk PrC, but I don´t know if the Magus will be finalized in time for Ultimate Combat´s schedule...


I would like to see a way of creating a character that could emulate one of the historical warrior races such as the Maori or Zulu without ending up gimped by having low AC (short of using magical enhancements of some form). That is warriors who wear no or limited armour, use mainly simple weapons (essentially clubs and spears for the two listed above).

The only way I ever managed to create such a character was in 3ed where I made a Maori-styled cleric who used lots of self-buffing and magic items to be survivable while unarmoured. I've tried to create an effective Zulu-style fighter but carrying only a shield means they are not very survivable until they can afford magical assistance.


A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.


Quandary wrote:

.

I could see Martial Arts Schools as being TRAITS which didn´t grant all that much power by themself (possibly requiring certain Stats or taking certain Feats to qualify for the Trait), but that allowed special usages of Feats you might normally take, or special ways to qualify for Feats (e.g. one school might allow taking Imp. Grapple without Imp. Unarmed), besides access to special ¨school only¨ Feats (though many of these could also just have one set of pre-reqs if you have the correct school, and one set of pre-reqs if you don´t)

I completely endorse this. It's kinda like Martial Arts in 3.0 Oriental Adventures.

More feats to accomplish these things mean more pidgeonholing and feat taxes. Maybe one could put different limits (1 martial art ofr every 4 levels, say).


Kthulhu wrote:
Non-Asian ones.

Like Systema (sp?)?

Sovereign Court

BigDTBone wrote:

This one should be a feat. Prerequisite +6 BAB, Improved Unarmed Strike.

James Kirk Fighting style. Study opponent as a full round action in melee range. During the next round use one iterative attack to double fist to the gut, then another iterative attack overhand double fist right between the shoulder blades. Fort Save 10+BAB or be knocked unconscious, fall prone either way.

+1,000 :)..... and the fast tempo heavy beat music plays in the background.


OgeXam wrote:

While it is a neat idea to connect real work martial arts into the game system I think it opens a can of worms nobody really wants open.

Let's say you do, and do with style X and state that it is can do a list of items. Well which variant of style X are you modeling it after? I will use personal experience here, let's look at just Taekwon-Do (I am a 3rd Dan, and instructor and I am lucky enough to be one of the founding member of the Jun-Tong Taekwon-Do federation under Grandmaster Robert Dunn).
There are many different variants of just Taekwon-Do, the two major are sport and combat. WTF is sports Taekwon-Do, ITF is combat Taekwon-Do. Each style while both based on Taekwon-Do are very different.

I have sat down with masters and grandmasters and been part of conversations on how Taekwon-Do has changed and how to preserve it in the traditional style created by General Choi.

That is just the difference in one specific type of a martial art. Kung Fu has different styles. Each system or style can vary depending on the Grandmaster who runs the association and how he/she decides to change things and what to stress as true to their style.

I suggest not trying to make fighting styles like named martial arts, but go to the heart of the differences in the styles.
Come up with a list of different theories of martial arts and try to find a list that the developers like (aka not too long, but diverse).

A hard style striker with low defense.
A soft style striker with high defense.
A mix of the previous to give just average, could be listed as basic monk being the middle of the road.
A grappling style that is good at taking one creature down and breaking them.
A throwing style that uses the creatures own momentum against them to throw them around the battle field into enemies.

Then add magical elements to each different style, and maybe add some that mix martial with magical.

For instance a style that mixes dance and martial arts, to allow the attacker to ‘perform’ and give a bardic inspire...

This may be a good way to do things. You don't have to worry about getting hung up on variations of a style. Another thing you could do (as some others suggest) is make sort of a set of unarmed special abilities that could work as variants to existing classes. Things that let you mix and match abilities to create the style you want for your character, that way you can have a player base the abilities on a real world martial art and not be locked into the name and style that was put together as the definitive version of that art for the book. Personally I would like to see something that emulates a "soft" art the manipulates your opponents momentum. I seem to remember hearing about a 3.5 feat called defensive trip or something like that. When an enemy attack misses you get an attack of op to know them prone. A feat tree of some sort that let you also choose to grapple them while they are prone, and then skip right to pinning them while prone would be interesting to me, but thats a concept that has been in my head as something to try to see how it works in game for awhile. I seem to recall reading about an order of monks worshiping Iomodea who developed a style along those lines to counter an Asmodean sect whose movement was based on the bearded devil. And for a final rambling though, it might be cool to see styles based on fantasy creatures of Golarion.


What about the all powerful "My face to your fist" style?
You know...in case a Grandmaster wants to train someone wrong on purpose as a joke.

<squeak squeak squeak>


East Texas Mudstomp.
Basicaly knock your opponent down and stomp a mud hole in 'em.
or any other type Bar Fighting Style.


Do not forget:

Jail House Rock (American style) - a sport version named "The 52 Blocks" has become popular (see this >NYTimes link<).

Also, check out >this 52 Blocks< video. @1:30 you can see a guy fighting in hand-cuffs.

Below is a synopsis of "Jail House Rock", because I’m sure most of you have not heard of it:
Jail House Rock is the art of fighting while
shackled and in small confined spaces.
It is said >Jail House Rock< has it roots in Africa.
Slaves in slave ships first formulated it
as they crossed the ocean. Remember these
captives had been warriors and their Martial Arts
were high-tech.

JHR is alive and well in American penitentiaries,
and may be about the only place one can still
learn it in a pure form. As you can image it
has since transformed again with Asian influences
being woven in. It was flashy, with moves such as
switching baseball caps right before a knockout blow.

In fact, in the Mel Gibson movie “Lethal Weapon 1,”
Mel’s stunt coordinator showed him some Jail House
rock which he used in the final scene when it was
pouring down rain and he took the gun away from the
cop. Wonder how the stunt coordinator learned it…


Dabbler wrote:
A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.

at least in Pathfinder the "magic" would work!


Gallo wrote:
Dabbler wrote:
A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.
at least in Pathfinder the "magic" would work!

Why I suggested the Native American ghost dance earlier for style inspiration.


Dragonsong wrote:
Gallo wrote:
Dabbler wrote:
A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.
at least in Pathfinder the "magic" would work!
Why I suggested the Native American ghost dance earlier for style inspiration.

Native american anything would be epic-sexy-fantastical-stupendertific-awesomeness....


Gallo wrote:
Dabbler wrote:
A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.
at least in Pathfinder the "magic" would work!

In the real world it did too, when 20,000 Zulus took snuff laden with canibinoids and kicked the British hard at Isandlwana. Guys with spears attacking across open ground against rifle fire is a tactic that really should not work ... but in this case, it did, and the drugs were part of what gave the Zulus the edge to make it work.


Dabbler wrote:
Gallo wrote:
Dabbler wrote:
A lot of tribal warriors use 'magic' and drugs in the forms of 'snuff' or other substances to prepare for battle, so your use of magic wasw probably more appropriate than you realise.
at least in Pathfinder the "magic" would work!

In the real world it did too, when 20,000 Zulus took snuff laden with canibinoids and kicked the British hard at Isandlwana. Guys with spears attacking across open ground against rifle fire is a tactic that really should not work ... but in this case, it did, and the drugs were part of what gave the Zulus the edge to make it work.

That's not a magic, that is just a shot of Dutch courage, no different to British sailors having a tot of rum before battle.

I was thinking more along the lines of "magic" that makes you immune to bullets and the like.

Guys with spears attacking guys with rifles, as at Isandhlwana, works fine if the guys with rifles run out of bullets due to inept tactical dispositions and negligent logistics. Then it becomes 18,000 guys with spears versus 700 guys with bayonets......!

Strangely at Rorke's Drift shortly afterwards the opposite was true. The British were well placed and had an ample supply of ammunition that could actually be used. The Zulu commander, on the other hand, employed terrible tactics and persisted with small waves of attacks all day. If he had launched one big attack at one side of the defences the defenders would have been overwhelmed, and the battle of Rorke's Drift would just be a footnote to the disaster at Islandhwana.

1 to 50 of 248 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Paizo Products / Product Discussion / Ultimate Combat: what martial arts styles do you want? All Messageboards

Want to post a reply? Sign in.