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Patrick Zoch
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A question suggested by

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What is your favorite improvised combat system? Why? Does it feel realistic? Is it easy streamlined or easy to use?


For the purpose of this question, improvised combat means the used of non-weapons as weapons (think Jackie Chan use of props to use in a fight).

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Alain Curato
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That should be the one used in both Unknown Armies and Doctor Who with just small differences.

Example from DW (from memory, I do not have the book here):

Is the non-weapon thingy heavy? Add 2 to damage.

Is the non-weapon thingy dangerous for yourself? Add 2 to damage, but you get hurt in case of a miss.

Is the non-weapon thingy sharp? Add 2 to damage.

UA does same with a factor of 3 unless I am mistaken. In both cases, real weapons have (usually) bigger damage. In DW, some weapons may cause instant death. This is how improvised weapons remain improvised and therefore less efficient than real ones.

Both games (UA and DW) do not have separate skills per weapon (beyond melee and ranged), so improvised weapons are used with a generic Fighting skill.
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Eric Jome
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I am very fond of the equipment rules in Gamma World Roleplaying Game (7th Edition). You choose the stats based on a few simple choices like what stat you use, whether or not it requires ammo, and the base damage. Then you describe the appearance to taste; want a big hand cannon or a shiny rapier or a quirky blaster pistol or a titanium baseball bat, it's all up to you.
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Geoffrey Burrell
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I like the rules of Twilight: 2000 (1st Edition) because they are based in a statistical manner with the smaller targets harder to hit and the bigger targets easier to hit.
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William Hostman
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For unrealistic but fun: Feng Shui 2

For reasonably realistic: L5R 5E
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Steffan O'Sullivan
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I'm having trouble with the phrase "improvised ... system." This feels like an oxymoron to me. If it's improvised, you just made it up. If it sticks around to become a system, it's no longer improvised.

So I have no idea what this question is asking, sorry.
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Patrick Zoch
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sos1 wrote:
I'm having trouble with the phrase "improvised ... system." This feels like an oxymoron to me. If it's improvised, you just made it up. If it sticks around to become a system, it's no longer improvised.

So I have no idea what this question is asking, sorry.


Fair enough. Combat system for improvised weapons.
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Steffan O'Sullivan
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"All history is made up. Good history is made up by good historians; bad history is made up by the others." -David Macaulay
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pdzoch wrote:
sos1 wrote:
I'm having trouble with the phrase "improvised ... system." This feels like an oxymoron to me. If it's improvised, you just made it up. If it sticks around to become a system, it's no longer improvised.

So I have no idea what this question is asking, sorry.


Fair enough. Combat system for improvised weapons.

OH! I had no idea that's what was meant!
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Patrick Zoch
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Mea Culpa.
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Dave Terhune
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This is a blatant example of frivolous geek gold spending.
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Wushu Open (or any other game in the family)

There's no difference between improvised or purpose-built weapons. It's all in the narration.
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Peter Robben
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And here...
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All I need is Savage Worlds (sorry, must be getting old hat by now).
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Chuck Dee
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Fate Core does it for me. The use of aspects makes it easy to use pretty much anything as a weapon.
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Adam
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Tunnels and Trolls, your improvised weapon will probably have an analog in the weapons tables, and if it doesn't, it shouldn't be too hard to figure out dice + adds for whatever it is. Heck, if my first priority is simplified combat, it's probably my favorite system for it.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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7th Sea, the first edition, had great brawling rules for using anything on hand - from chairs, to chandeliers, to tankards... you know, what you'd find in a tavern that could be turned into a weapon in a pinch. I still have fond memories of that.
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