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Martial Arts
Martial Arts Styles and Related Rules...
Martial Arts Attack Speed Rules
...for Advanced Dungeons & Dragons(tm) in MyWorld.
...for Multiverser.
Attacks per Round.
Attack Multipliers.
The number of attacks listed with a martial arts style represents the number of times a first level novice of any class can strike during a single round against a first level opponent.  For certain classes at certain levels, this number is not the number of attacks the character will actually get. The attack multiplier listed with a style represents the number of times a level one SAL with a level one strike value can use the basic attack during a single minute.  For many characters, this number is not the number of attacks the character will actually get.
For all Cavalier and Fighter classes and sub-classes, the number of attacks per round listed is a multiplier.  If the number is one, then when using the martial arts style, the character will attack a number of times per round as dictated by his normal fighter attacks per round.  If he is specialized in a martial arts weapon appropriate to the style, he gains the multiplier for attacks with that weapon.  Against 0 level opponents, he gains the number of attacks for his level.  However, if the number of attacks per round is two (or more), it is considered an attack sequence, very like a one-two punch.  The character in every situation multiplies his base number of attacks by the martial arts style attacks multiplier.  (The book rules are unclear on this; however, it seems the only reasonable interpretation to the situation, and is adopted by the MyWorld rules.  In much of the material on this page, the given rules are based on this interpretation.) For all characters with a martial strike value above level one, the number of attacks is multiplied by the level of the martial strike value.  For all characters with a skill ability level of at least level two, this also multiplies the number of basic attacks the character can make.  This is as explained in the chapter on combat in the referee's rules.  However, the referee should understand that if the character is using weapons or special maneuvers with repeat factors or skill ability levels greater than that of the style, those multipliers apply when those skills are used during the minute, provided that the number of attacks for any one skill does not exceed the number for which that skill is capable given its own factors, and the total attacks do not exceed the number for the skill with the most attacks in the minute, except as described in the appendix on combat time frame.  When the style attack multiplier is two (or more), the referee should consider the style to involve an attack sequence, very like a one-two punch.
It is the rule that the number of attacks which the character may make in a round with a martial arts style is the number of attacks using the principal body part.  Special maneuvers which use that body part are not limited in uses per round except by their own definitions and the circumstances of combat (such as whether the character must run, or has fallen).  Other maneuvers, those using other body parts, are limited to one use per round.  If the body part of the style is not hand or arm, the character may only attack with a weapon the number of times he could attack with that weapon without the style.  If the style is not weapon oriented and the character has specialization or another attack multiplier with a specific martial arts weapon used in the style, he may use the weapon the appropriate number of times for the weapon, but his attacks per round with the style otherwise are multiplied by the normal number of attacks per round; if the result is less than the number of attacks with the weapon, the character may attack with the weapon within the style as dictated by his normal number of attacks; he may not use non-weapon attacks or non-weapon special maneuvers more frequently than dictated by the product of the normal attack multipliers.  In no case will he attack more often than the greater of his maximum attacks with the weapon or his multiplied maximum attacks in the style. It is also the rule that the number of attacks which the character may make in a minute with a martial arts style is the number of attacks using the primary body part.  Special maneuvers which use that body part gain the style multiplier for their own attacks except that they they are limited by their own definitions and the circumstances of combat (such as whether the character must run, or has fallen).  Maneuvers which use other body parts do not benefit from the style multiplier in their own use, except of course that it increases the total number of attacks possible in the minute.  If the body part of the style is not hand or arm, the character may only attack with a weapon the number of times he could attack with that weapon without the style.  If the style is not weapon-oriented and the specific weapon used has a repeat factor greater than the style or the character has skill in the weapon providing a greater multiplier with that martial arts weapon, he may use the weapon the appropriate number of times for the weapon, but his attacks per minute in the style otherwise are controlled by the normal number of attacks per round; he may not use non-weapon attacks or non-weapon special maneuvers more frequently than dictated by the basic style attacks or the number of attacks appropriate for the skill levels of the skills used.  In no case will he attack more often than the greater of his maximum attacks with the weapon or his maximum attacks in the style or maneuvers used.  Sit-mods and damage mods of the style apply to all maneuvers used within the style to which they should reasonably apply, except that a damage category bonus for SAL in the basic skill does not apply to maneuvers which are attacks; these receive a damage category bonus for being used in a martial arts style, plus those appropriate for strike value and for their own SAL's.
In a weapon-oriented style, the character's number of attacks per round is equal to the product of his attacks with the weapon times the attack multiplier for the style.  All hand and arm attacks may be used that number of times, even if it is based on specialization or other special circumstance.  Special maneuvers which do not use the hand or arm are limited to once per round.
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In all of this, skills, magics, devices, or anything else which speeds or hastes a character should be treated as doubling (or otherwise multiplying) the number of attacks the character gets in a round; that is, if the character is using the martial arts special maneuver Speed, for every round which passes the character is permitted to perform all the actions permitted in one round, and then do so again.  In terms of initiative, if the character has the initiative, all of his actions precede the enemy.  If the enemy has the initiative, the character will be permitted to perform all of his actions after the opponent.  In the case of simultaneous initiative, the speeding character's first "round" occurs before the opponent, and his second round is simultaneous combat. In all of this, skills, magics, devices, or anything else which speeds or hastens a character should be treated as doubling (or otherwise multiplying) the number of minutes the character gets in a minute; that is, if the character is using the martial arts special maneuver Haste, for every minute which passes, the character is permitted to perform all the actions permitted in one minute, and then do so again.  For purposes of initiative, the character is treated as having twice as many attacks in the round as he would otherwise, and the attacks are divided according to Multiverser combat rules.  (If the referee has permitted skills which control the degree to which a character has been accelerated, he should increase the attack rate as appropriate for that degree of acceleration.  It has been recommended that such skills be defined in simple ratios of increase, especially since one of the most common uses of such skills is to increase attack rates in combat.)
 If in the course of examining this material, you want to know more about AD&D, there are at least hundreds of sites on the web which may help; I'll just recommend my own two:
M. J. Young's Dungeons & Dragons Materials as source material for many campaigns and situations;
and all you need to create a character, Character Creation for Advanced Dungeons & Dragons First Edition.
And if in the course of examining this material you want to know more about Multiverser, check it out at:
the Valdron/Multiverser web site.

Index:  The introductory page to the material.


Introduction:  Gives an overview of the contents of the web site.

Creating a Martial Arts Style:  Describes the way styles are designed.

Attacks per Round/Attack Multipliers:  How frequently the martial artist may attack.

Learning Martial Arts:  Rules and training techniques.

Martial Arts Titles:  A MyWorld variant and Multiverser concept substituting for "belts".

Use of Multiple Styles:  How to change between styles within the game.

AC for Special Maneuvers/Modifiers for Special Maneuver Attacks:  Clarification of how to use special attacks.

Special Maneuvers Summary:  The available maneuvers are listed with all information.

Stun and Incapacitate:  AD&D rules incorporate this into standard attacks; for Multiverser, this would be a separate skill.

Translating a Player Style:  Multiverser allows a player to bring his actual martial arts skills into the game through these rules.

The Style Collection:  Our imaginary styles are offered for your use.


Other Links of Interest:  A collection of sites related to this material in one way or another.