Wrestling, Shield or Parry combinations

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proplayerhobbit
Posts: 10
Joined: Wed May 14, 2025 2:16 pm

Wrestling, Shield or Parry combinations

Post by proplayerhobbit »

NOTE: Supposed to add this reply on "Make Wrestling Great Again" post but for fear of grave digging, created this one instead. Furthermore, I initially searched for any similar topics to add to this, but did not find any. If this is still grave digging, please feel free to delete this post. With that out of the way...

Expressing my thoughts and exploring possibilities here. Any reason/s why we can't use shields in "unarmed" combat (no other weapon than shield)? I was hoping this will be tied to the Wrestling (since there is no "brawling" skill closest) or Parrying (unless one doesn't have to use a shield to parry - by parrying the arm that holds the weapon) skills. This would either be role-played as a true martial artist or a typical brawler.

Although optional, we can include this along the other lists of considerations under the old post under "Make Wrestling Great Again" (e.g. blunt or general damage type, application with gloves or gauntlets without applying gems, 50-60% strength versus regular weapons, stun or knock out on ground effects, combination with ropes, etc).
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Garlicá
Posts: 15
Joined: Tue Mar 18, 2025 5:52 pm

Re: Wrestling, Shield or Parry combinations

Post by Garlicá »

((Direct input, no Number;))
Basic thoughts;

In many systems, unarmed combat drains stamina instead of health.


A real progress would be the ability to learn different unarmed combat styles, for example by NPCs.
Or by starting package, maybe even on application.


Gary sez and Arcania has, beside stamina drain:
-Boxing (Health damage by items on glove slot or affliction of condition);
-Wrestling (Affliction of condition, slow or disable movement, stumble=loss of action points, stun);
-Brawling (Health damage by imrovised weapons);
-Streetfights (Health damage and affliction of condition by improvised weapons and special Contraptions, also small range, blind, deafen, stun, burn...);

Monk fighting abilities by Gary not included. (Parry projectile, catch projectile, reflect projectile, etc.)

Depending on the Illarion lore, several of the named effects might be moved or duplicated
into regional specific background (Gynk, Salkamar, Albar, Amashoon, Orc, etc...)
This takes me to the idea whether regional origin of a char could be choosen upon creation.

My two coppers. Enjoy.
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