So, there are plenty of good options for eastern fantasy martial arts systems, and?

So, there are plenty of good options for eastern fantasy martial arts systems, and /tg/ has talked about it many times before.

But what about actually doing it in practice? I myself have dabbled upon those themes in 3.5/PF1e/5e, especially when the eastern parts of forgotten realms like Shou Lung and Wa come up, but the system is so western fantasy focused it never feels as satisfying, even when I'm reflavoring all my monk stuff to be cultivation things. What systems have you had success (playing or running) in emulation cultivation/martial arts themes?

tl;dr: shitpost about martial arts tabletop shenanigans, post cool art, post xianxia copypastas, or complain about chinese morality.

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  1. 1 year ago
    Anonymous
    • 1 year ago
      Anonymous

      China unironically is one of the last civilizations to cling to traditional western values. The men are warriors at heart and are encouraged to be masculine, while the women are loyal and traditional. Chinese women are more like traditional white women then American or European women are.

      • 1 year ago
        Anonymous

        >The men are warriors at heart and are encouraged to be masculine
        >China
        Ok moron. I won't mention how the Chinese culture encourages being a slave in the bureaucratic machine, while army men are perceived as losers with no career prospects, it's obvious that you're one of those poltards who fell for the propaganda bait.

        • 1 year ago
          Anonymous

          >being a slave in the bureaucratic machine
          That is a traditional western value as much as no one wants to admit it.

          • 1 year ago
            Anonymous

            No one in the West sees this as a virtue. Unlike in China.

            • 1 year ago
              Anonymous

              >No one in the West sees this as a virtue.
              I dunno man, you ever read LinkedIn posts?

      • 1 year ago
        Anonymous
  2. 1 year ago
    Anonymous

    >3.5/PF1e/5e

    • 1 year ago
      Anonymous

      I'm sure the new china book for PF 2e will be fine, though.

  3. 1 year ago
    Anonymous

    Use battlecon.
    It's made to emulate 2d fighting game instead of wuxia stuff.
    https://www.bgames.com.ua/rules/battlecon.pdf

    • 1 year ago
      Anonymous

      This looks like a card game.

      >3.5/PF1e/5e

      Listen champ, I know reading is hard-- but if you read it all, I clearly state that those sucked for it and am looking for alternatives. Stop sipping so much moron juice. Your mom and I are worried about you.

      • 1 year ago
        Anonymous

        It is, but they can't stop you from copying their system for the fights of a regular campaign.
        With cultivation/training/level up/loot/whatever giving new "cards".

      • 1 year ago
        Anonymous

        Listen champ, I know it's hard to think for dndrone, so I'll explain it to you on fingers - you're stupid because you looked in the direction of these systems from the very beginning. When there are a lot of better alternatives. But you're a dumb dndron, so the first reaction of your monkey brain is to try to use Dnd for everything. Even when it is clear from the very beginning and at first glance that dnd is absolutely not suitable for this.

        • 1 year ago
          Anonymous

          >Even when it is clear from the very beginning and at first glance that dnd is absolutely not suitable for this.
          It really isn't, they're both low-cast-size focused extreme scale escalation narrative baselines, so you have to actually sit down and think about further details to realize you can't hack it with Battlemaster rules or ToB because the scaling process turns too hard to ground covered and bodycount.

          It takes an assload of knowledge to make these determinations without actually trying it. Only niche power-users instinctively look for a tailored system, likely outweighed by the contrarian buttholes who overreact to the notion of EVER modifying D&D to do something even SLIGHTLY outside its intent.

          Players are more impactful than system, it's often better to have a poor fit like Starfinder that is understood well than a good fit you're learning the basics of as you play. d20 hacks have a huge market because system familiarity does so much of the "legwork" to keeping sessions rolling.

          • 1 year ago
            Anonymous

            >d20 hacks have a huge market because autism
            fix

            • 1 year ago
              Anonymous

              No, it's a mix of laziness and heuristics. Learning a fully-tailored system, no matter how lightweight, takes time that could be spent on a session the playgroup has already settled on the details of. How many sessions do you think that AVERAGE players will spend in a new system at a glacial pace because they need to re-refer to the rulebook to be sure? Have you ever seen the hell that is swapping between 3.0, 3.5, and PF1e?

              Were you in the community during the 2000s for the ORIGINAL d20 boom? Have you actually trying looking at how the 5e plurality operates today? A common foundation is ESSENTIAL for roleplaying games, because they run on network effects. The userbase size is a factor in quality, wholly independent of what the thing is itself. Just like social media, payment processors, and online vidya, if almost nobody plays it, it's awful because (you) can't play it.

              • 1 year ago
                Anonymous

                Learning new system is fast if you just come up with a character and and then adapt it to game mechanics. Longer study time is needed only for autists who are not interested in adventures and RP, but only want to know how to make most broken build. That is, learning a new system is difficult only for dndrons and their eternal pursuit of the most broken function that they dare to call a character.

              • 1 year ago
                Anonymous

                >Learning new system is fast if you just come up with a character and and then adapt it to game mechanics.
                Having spent two hours arguing over how to accomplish basic kinds of functionality from a pre-existing character for a system everyone involved was well-acquainted with TODAY, no it's not. Got blindsided by a 4th-level core spell when replicating mobility options in other media came up.

                >Longer study time is needed only for autists who are not interested in adventures and RP, but only want to know how to make most broken build.
                ...No? Longer study time is needed for any system with any stable framework for digressions by-the-book, because the mechanical depth needed to do that has historically spiraled out of control into dozens of pages of material that usually ends up leading to fiddly cross-referencing.

                >That is, learning a new system is difficult only for dndrons and their eternal pursuit of the most broken function that they dare to call a character.
                No, it's difficult because it throws your reflexes off and interrupts the gameplay loop with rulebook references, which will crop up in any system with enough material to be worth paying for that rulebook in the first place and is far more common for new players.

                My point is that the enormous bulk of the TTRPG market is driven by people who want to play sessions, not learn systems. They want to learn a few tools or adjustments to handle a different scenario, not spend the time wrapping their head around a tailored resolution and action system.

                I, personally, have managed to spend at least five years looking around the wider community and still have not absorbed what the frick the notation of a dicepool implies about its probability curve. Which is what is required to swap between them readily while preserving a useful sense of your odds of success.

              • 1 year ago
                Anonymous

                >Having spent two hours arguing over how to accomplish basic kinds of functionality
                Impressive. I don't know how you did it, but this is an amazing manifestation of autism.

              • 1 year ago
                Anonymous

                1. Has non-mundane method of parrying attacks
                2. Blindsight
                3. Bonuses to Spot/Listen via "Draconic" characteristics
                4. High durability from previously-mentioned characteristics
                5. Temporary presence of draconic tail, horns, and scales
                6. Fire damage with some variety of application method
                7. Able to make alchemical "pills" that do commonplace potion stuff
                8. Two-Weapon Fighting alongside Unarmed Strike scaling
                9. Power to walk on air

                This isn't much in terms of build width, but the parts do not line up properly on few enough progression tracks to avoid a HORRIFYINGLY disjointed Gish. Were Tome of Battle permitted, you could cover 1, 6, 8, and 9 with Swordsage, and with Magic of Incarnum you can get 2, 3, 4, 5, and 6 with Totemist.

                And the parts aren't remotely out of line for a base class that supports pretty much all of it cleanly, there just isn't a clean answer in the sourcebook constraints.

              • 1 year ago
                Anonymous

                Didn't read your wall of text, just accept the fact that you and your friends are autistic and live with it.

  4. 1 year ago
    Anonymous

    For Systems, i'm currently Reading "Righteus Blood, Ruthless Blades", wich is a sytem tailor made made for Wuxia stuff

  5. 1 year ago
    Anonymous

    I've seen Wandering Heroes of Ogre Gate and Legends of the Wulin mentioned by plenty of people but have not yet looked into them myself.

    • 1 year ago
      Anonymous

      I've also heard those are good

  6. 1 year ago
    Anonymous

    I don't have a lot of experience with wuxia/xianxia, but I do like to make unarmed combat formidable in my games, and often times the use of "qi" is included in higher level unarmed skills.
    I tend to relegate unarmed to being good against unarmored targets through striking, with the secondary role of zoning (through lateral pushing or launching a target airborne); and the niche of grappling, which ranges in utility from preventing certain attacks/movement, preventing all movement, using enemies as a weapon against other enemies, and throwing them. You'll have more success with striking and zoning, but grappling is more high risk, high reward.

  7. 1 year ago
    Anonymous

    So not exactly what you're looking for, but I enjoyed using Ninja war. It's a bit more wuxia, being more wire fu and some minor magics, and less xianxia. I also ran Blue dragon, white tiger for Honk Kong action theatre, as well as Feng Shui. Wuxia does kinda work in PF1 if you ban all spellcasters and use the Book of nine swords. 5e could work, and I do have a kinda not really wuxia setting in 5e. It's more like taking the archetypes of wuxia, and chanbara and a bunch of other stuff, without actually being those RPGs.
    I honestly don't think xianxia would make for s good RPG beyond like... FUDGE or something. The number would have to be ludicrously high to show the difference between a lowly world 1 guy and the Immortaliest of the Immortals or the deepest darkest Demon Lords. Not to mention all the world busting techniques, and progress through mediation and eating tiger penis pills. Sure, you could argue XP is a good numerical representation of xianxia strength gain. But unless you get like +30 between each level it really doesn't work.
    So keep it wuxia for more traditional RPGs, and use story system for xianxia.

    • 1 year ago
      Anonymous

      I'll have to get a PDF of blue dragon, white tiger. Seems a good fit.

  8. 1 year ago
    Anonymous
  9. 1 year ago
    Anonymous

    >there are plenty of good options for eastern fantasy martial arts systems

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