Hand 2 Hand
This system is designed as a primary melee engine in my current Turn-Based Strategy project, as well as an optional system for D20 systems. It's primary function is to increase the potency and entertainment value of melee combat through use of "combo" driven attacks. It will also hopefully simplify concepts such as tripping and grappling by incorporating them into the general system.
To unleash her most potent physical attacks, a combatant must find an opening in her foe's defense... or make one. So too must your characters find and create openings to make the most of their physical prowess.
Upon entering combat, a character gains a special point pool (from here on referred to as a Blocking Pool). The Blocking pool starts at 0 points or higher depending on feats the character may have, and drops by a number of points depending on the attack when the character is hit, or what move the character attacks an enemy with. Some attacks, such as the jab, are quick and deal little damage, but are more accurate and serve as a steady way to deplete an enemy's Blocking Pool. Other attacks like spin-kicks deal massive amounts of damage, but reduce your own Blocking Pool more than the enemy's
So why does this matter exactly? Because you cannot safely pull off powerful moves without first reducing your opponent's Blocking Pool. In a d20 system, that means that if an attack you execute brings your blocking pool below your opponent's, any threatening opponent can make an attack of opportunity against you. What's worse? Even people without Combat Martial Arts or Improved Unarmed Strike threaten. They simply don't deal lethal damage. In addition Characters using lethal weapons against characters wielding non-lethal weapons (including untrained fists) also gain a +4 to attacks of opportunity gained in this way. Attacks with a BP cost of 0 never provoke attacks of opportunity.
A character may disengage from combat to refill his Blocking Pool. He regains 2 points to his pool for every round he spends outside of combat. Disengaging from combat is a full-round action, and does not provoke an attack of opportunity.
Attacks:Each type of melee attack wields a different effect, and has a different cost in Blocking Points. Different feats allow for different available moves. However, non-proficient characters have a very limited set of attacks to draw from, and lose a point from their blocking pool every time they miss.
Note for D20 Systems: A character still relies on base attack bonus for the number of base attacks he can use. Special attacks, like Double Jab, which allow for two attacks, still only use one BAB-granted attack. (A Strong Hero 10/Martial Artist 10 could use Double Jab to attack eight times in one round, though her damage output would only be as impressive as though she were making four attacks).
Basic Attacks - A non-proficient character has access to the following melee attacks. BP cost for all below attacks is doubled, and the attack rolls take a -4 penalty, when a non-proficient character attempts to deal lethal damage.
Unarmed/Armed:Jab (y/y)
BP Cost: 0
Effect: This attack deals half damage, and adds a +4 to your attack roll. It reduces the target's BP by 1.
Hook/Cross-slash (y/y)
BP Cost: 1
Effect: This attack deals normal damage. It reduces the target's BP by 2.
Hay Maker/Flourish (y/y)
BP Cost: 4
Effect: This powerful, unbalanced punch deals double your normal damage. It reduces the target's BP by 2.
Tackle (y/n)*
BP Cost: 8
Effect: This attack deals damage one die-size larger than your normal unarmed attack. Both you and the opponent are now prone and grappling.
*Armed characters may still use this attack, but they must use their unarmed attack modifiers and damage die.
Advanced attacks are granted to proficient characters. Characters who gain Combat Martial Arts, for instance, can now deal lethal damage with all of the above attacks at no penalty, and choose training in a specific martial art for new attacks. Manufactured weapons also have different available combat styles to choose from, each keying off of power, swiftness, takedowns, grappling or a rounded set of moves.
Grappling is broken into a similar set of moves, which can only be accessed after one opponent has initiated a grapple with another.
Basic Grappling - An untrained character has access to the following grappling moves. BP costs for all below moves are doubled, and the attack rolls take a -4 penalty, when a non-proficient character attempts to deal lethal damage.
You can only retreat from a grapple when you have more BP than your opponent does.
Unarmed/ArmedGrip LimbBP Cost: 0
Effect: This attack deals no damage, but reduces the opponent's BP by 1
Restrain LimbBP Cost: 3
Effect: This attack deals no damage, but reduces the opponent's BP by 5
Arm-BarBP Cost: 5
Effect: This attack deals your normal unarmed damage, and reduces the opponent's BP by 7
Choke HoldBP Cost: 8
Effect: This attack deals no damage, but forces the opponent to make a fortitude save (DC=10+1/2BAB+Strength modifier) or fall unconscious.
Martial Arts TrainingA character can train in a specific martial art to gain a new set of moves, making her more effective in melee combat. Any set of the following list can be taken any time the character chooses the "Martial Art Specialization" feat.
BoxingDouble JabBP Cost: 0
Effect: This attack functions as Jab, but allows two attacks instead of just one.
PunchBP Cost: 1
Effect: This attack deals your normal unarmed damage, and decreases your foe's BP by 3.
Followup PunchBP Cost: 3
Effect: This attack deals twice your normal unarmed damage, and decreases your foe's BP by 3.
Counter-SwipeBP Cost: 5
Effect: This attack deals your normal damage, but can only be used on an attack of opportunity against a foe with less BP than you. If your attack hits, the enemy's attack is interrupted and ends before he deals damage.
Knockout PunchBP Cost: 7
Effect: This attack deals two times your normal damage, and forces the target to make a fortitude save (DC=10+1/2BAB+Strength Modifier) or fall unconscious.
New and Changed Feats:(Note: Any notation of Combat Martial Arts is only meant for D20Modern. In a D&D game, the requirement would instead be Improved Unarmed Strike. Likewise, since proficiency is easily acquired in D&D, any feat that requires proficiency in a field of weapons here instead requires Weapon Focus in D&D)
Bounce BackPrerequisites: Defensive Martial Arts (or Combat Expertise in D&D), Tumble 4 ranks
Benefit: Anytime you are struck in combat, you may exhaust an attack of opportunity to roll a tumble check (DC=10+enemy's BAB) to reduce the amount of BP loss by 1 (to a minimum of 1.)
Martial Arts SpecializationPrerequisites: Combat Martial Arts
Benefit: Gain the use of another martial arts move-set. (See above section)
Observant RecoveryBy paying better attention to your foe's moves, you can better focus your guard.
Prerequisites: Combat Martial Arts or Proficiency with an Archaic or Exotic Weapon, Spot 4 ranks
Benefit: Roll a spot check (DC15+enemy's BAB) as a move action. If you succeed, you gain back 1 BP.
Reckless StrikePrerequisites: Combat Martial Arts or Proficiency with an Archaic or Exotic Weapon, Power Attack
Benefit: When a character with this feat uses the Power Attack feat, he can sacrifice any amount of BP instead of attack bonus so long as that amount of BP does not exceed his BAB. A character with this feat only replaces the penalty to attack with a subtraction to BP, and cannot exceed his BAB in extra damage through sacrificing both attack and BP.
Tough it OutBy pushing pain to the farthest reaches of your mind, you can recover your guard.
Prerequisites: Defensive Martial Arts (Combat Expertise in D&D), Concentration 4 ranks
Benefit: By spending an attack action, not as part of a full attack, you may roll a concentration check (DC15+BP loss from last attack) to regain 2 BP.
ToughnessPrerequisites: None
Benefit: Increase your starting BP pool by 1, and gain 1 extra HP for every character level. The latter effect is retroactive.
Weapon Style SpecializationPerquisites: Proficiency with an Archaic or Exotic Weapon
Benefit: Gain the use of another Weapon Style moveset (to be created.)