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Offline storytellerTopic starter

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Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011546#msg1011546
« on: October 29, 2012, 04:13:23 pm »
A set of cards based around various martial arts techniques or some psuedo elemental fighting techniques.
Most cards are used without a weapon or shield, some take the place of weapons or shields, other augment them. Most all are spells, not creatures. These use a 'Combo' system, where successive attacks can be played in sequence. This causes damage to not only deplete counters, but combine damage, with each attack in a combo gaining more and more effects as it climbs. Combo attacks must be higher in sequence than the one played before it, with few exceptions. This is a full, new system, that allows an Elemental to play in a more direct fashion. Coupled with spells, it is a devastating style of play. Combos add the current combo count to damage for that card, which can reach some pretty decent levels if everything is lined up right. Certain things, like unblockable, one added to a Combo, affect the rest of the combo.

Jab  :rainbow 0
2|3 damage
Combo 1

Hook  :rainbow 0
3|4
Combo 2

Uppercut  :rainbow 1
4|5
25% chance to delay opponent next weapon attack
Combo 3

Backhand  :rainbow 0
1|2
play another backhand if able, if able, draw a card
Combo 0, Combo Linker

Elbow Strike  :rainbow 2
4|5
Momentum, each additional Elbow Strike cost 1 less to play
Combo 3


Leg Tap  :rainbow 1
3|4
Combo 1, Combo Linker

Knee Strike  :rainbow 3
5|6
Momentum, each additional Knee Strike cost 1 less to play
Combo 3

Front Kick  :rainbow 2
4|5
Combo 2

Side Kick  :rainbow 3
5|6
Combo 3, 40% chance to disable opponents next weapon attack.

Roundhouse  :rainbow 3
5|6
Combo 3, Linker

Spinning Back Kick  :rainbow 4
6|7
Combo 4, 75% chance to disable opponents next weapon attack


Wrist Lock  :rainbow 3
disable opponents next weapon attack

Arm Bar  : :earth 4
disable opponents next weapon attack, spend 6 :earth each turn to continue the prevention of weapon attacks, disable if struck with direct damage

Leg Lock  :earth 6
disable weapons and shield, spend 8 :earth each turn to continue the prevention of weapon attacks, and shields, disable if struck with direct damage

Triangle Hold  :earth 8
prevent card draw next turn, spend 10  :earth to prevent card draw, disable if struck with direct damage

Sleeper Hold  :earth 6
drain 3 HP per turn, +1 per turn active, spend 6  :earth to maintain, disable if struck with direct damage


Stances Count as Shields

Turtle Stance  :life
reduce all damage by 1, play defensive techniques for -1 cost, Combos against you do not gain abilities

Tiger Stance  :fire
your attacks from techniques deal +1 damage.

Bear Stance  :earth
your grapple techniques cost half their upkeep cost, you may not use defense techniques

Crane Stance  :air
your kicks deal +1 damage and combo unblockable

Dragon Stance  :fire
your martial attacks deal +2 damage


Steps are 'spells' (techniques) that affect combos.

Tiger Step  :fire 2
your next martial combo deals +1 damage

Dragon Step  :fire 4
your next martial combo deals +2 damage per attack,

Shadow Step  :darkness 2
your next martial combo is unblockable


Hand Techniques Count as Weapons

Knife Hand  :aether 3
your punches deal +1 damage

Stone Hand  :earth 4
your grapple techniques deal +1 damage and cant be dodged

Iron Fist  :earth 6
your martial attacks deal +1 damage, you may use defense techniques on weapons

Dragon Claw  :fire 6
your martial attacks evade shields


Defense Techniques

these can be played automatically if attacked with a valid attack

Block  :rainbow 1
if in your hand and you can play it, attack deals no damage

Deflect  :rainbow 3
martial attack deals no damage and end combo count

Counter  :air 3
martial attack deals no damage and play your lowest combo count martial attack immediately

Cover  :earth 2
martial attacks other than grapples against you this turn deal 50% damage, can be played on your turn.

Dodge  :air 2
evade next attack completely

Disarm :darkness 2
remove opponents weapon

Disarmor :gravity 2
remove opponents shield
« Last Edit: October 29, 2012, 04:18:43 pm by storyteller »

Offline TheAccuso

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011548#msg1011548
« Reply #1 on: October 29, 2012, 04:25:27 pm »
I personally think we should let this to hitmonlee o hitmonchan, it just doesn't fit with ETG.
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Offline storytellerTopic starter

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011549#msg1011549
« Reply #2 on: October 29, 2012, 04:31:22 pm »
Im sorry, WAT?

Offline TheAccuso

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011557#msg1011557
« Reply #3 on: October 29, 2012, 04:39:23 pm »
Im sorry, WAT?
Pokemon.
They can have elbow stuff, an armagio just can't IMO.
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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011559#msg1011559
« Reply #4 on: October 29, 2012, 04:47:43 pm »
these arent for creatures, they are for players. Sorry, I dont play pokemon.

An elemental can obviously use weapons and shields, but can't punch you?

Its the player that is using these, directly against the other player. Instead of Picking up, Morning Glory and swinging a shield, you are punching and kicking your opponent.

Offline TheAccuso

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1011562#msg1011562
« Reply #5 on: October 29, 2012, 04:51:41 pm »
I'm not saying the ideas you putted there are bad, i just say that they don't fit with the game.
I like some of the mechanics you suggested, i say, found a different theme for them.
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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022682#msg1022682
« Reply #6 on: December 16, 2012, 06:41:41 am »
Could be interesting. I would like to see martial arts / fighting styles make there way in. I posted this a while back:
Martial Training
it never made it through crucible, but many of the weapons I made to go with it are still in the polls.

I've been trying to think of alternative means but there are a lot of little details to consider. I applaud the effort though

One major issue:
You have in use of spell mechanics as a means of implementing moves. One barrier here is that they should somehow be reusable if they are to be comptative with creatures.
I was toying around with something like:

Echo: retruns to hand next turn

So that the spell can be used again next round.

I'm not saying the ideas you putted there are bad, i just say that they don't fit with the game.
I like some of the mechanics you suggested, i say, found a different theme for them.
There is some validity here. Just adding in :rainbow cost moves would definitely be a bad idea. But I'm not ready to give up on the idea of fighting styles just yet.

As long as different styles and moves are linked thematically to each of the different elements, I think it could work.

For instance:
-Tiger style works well in fire as it embodies fire's aggressiveness, at times to the point of recklessness
-Crane stance: could fit well in water as it embodies fluidity, grace, and adaptivity
-Snake stance: Fits well in air I think as it focuses on rapid strike and recoil dynamics like sudden gusts of wind
etc.

The key is to ensure that the move / style embodies the thematics of its host element well so that it keeps with this core underpinning of the game.

A big hurdle here is that you will need a very large starting series to develop these themes. It would require at least a few cards for each fighting style... With 12 elements, that will add up quickly.

To really get this started, you could add in:
12 stances (1 for each element) + 2-3 "moves" for each element as well. This would make for about 36 - 48 cards total.
Its a daunting task, but could be very cool if it is done well.
« Last Edit: December 16, 2012, 06:45:52 am by OdinVanguard »
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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022694#msg1022694
« Reply #7 on: December 16, 2012, 08:34:37 am »
"fighting science"? Seriously?
I understand that making the upped and unupped different names seems a good idea, but "fighting science" is taking it a bit too far.
Maybe "fighting technique" or "battle technique".
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Offline Pineapple

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022710#msg1022710
« Reply #8 on: December 16, 2012, 09:48:26 am »
"fighting science"? Seriously?

The key is to ensure that the move / style embodies the thematics of its host element well so that it keeps with this core underpinning of the game.

This.

However, nice work. I think this deserves some playtesting; the combo system seems like a fun and interesting pseudo-quanta/pseudo-cost mechanic. Unlike THEACCUSO, I think elemental-to-elemental martial-arts-esque combat fits in the theme of EtG.

+rep for the effort

Offline storytellerTopic starter

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022929#msg1022929
« Reply #9 on: December 16, 2012, 11:53:16 pm »
I did incorporate the Elements in some. Many moves are basically  the same in all martial arts, they are shared, so I made a broad range of other cards. Then there are some I felt suited, such as stances, moves and counters that use specific elements. I thought this worked well. Im sure it can be fleshed out further, but Im not sure each element needs represented. Perhaps some dont have a personal style or are more focused on mysticality.

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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022931#msg1022931
« Reply #10 on: December 17, 2012, 12:12:40 am »
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Re: Martial Arts | Fighting Science https://elementscommunity.org/forum/index.php?topic=44407.msg1022943#msg1022943
« Reply #11 on: December 17, 2012, 02:32:10 am »
Without even looking at everything else, I, as a martial artist myself, have to suggest:

2 | 1: Reverse Punch
Draw a card.

This is because the basic principles behind a reverse punch is that:
your withdrawn hand punches at the same speed that that the hand that has punched is moving into the withdrawn position.

This lets your generic 'punch' be followed up by a more powerful punch directly afterward.

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