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==Control & Grappling==
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Should control (reach advantage) be added to grappling?
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'''For''' (some weapons seem to have reach-based grappling advantage over others):
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*A long weapon at close range gives you three additional points of contact for grappling purposes.
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*Longer reach gives you access to "more grips".
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*Longer weapons give you more leverage.
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*Longer weapons are harder than the soft parts of your body.
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*There are sports called "staff wrestling".
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*Reach seems to give at least a defensive advantage against a grappler.
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'''Against''' (weapons have to be compared to no weapon at all in the case of grappling, since there is no guaranteed superiority like there is with striking):
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*A weapon that takes both hands does not let you "pull" only "push", while a gripping hand lets you do both.  3 points of pushing is 3/4's the options of 2 points that can both push and pull.
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*Most throws require multiple points of contact with the opponent's body, and outreaching them with a long weapon also isolates them from grappling parts of your body.
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*At close range, both hands on a staff are used to manipulate only one point on the opponent's body, since the rigid staff can only connect with the opponent's body in one place.  This provides significantly narrower options compared to unarmed grappling.
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*Reach only counts for "pressing" (not "pulling") if there is something to grip with at the end of the reach.
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*In staff wrestling there is just one staff for two people: these games are part of other grappling games preparing people for grappling.  This teaches people to grapple for a weapon, not because the long weapon reach gives one opponent a reach advantage over another.
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*The counter-attack option provides striking defense rules vs. grappling attack, to be able to "fend off" grapplers.
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[BFG]
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==Armor==
 
==Armor==
  
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: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
 
: Yeah, that's what I figured.  Now it looks to me like perhaps even example occupations may need to be moved forward to at least character generation, and possibly into character development (since it's hard to imagine character development in MaM without the potential for new abilities, equipment, or occupations.) [BFG]
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==Compact NPCs==
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Can we abbreviate NPC stats by omitting some details?
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* Carrying capacity, equipment mass and encumbrance are only needed to calculate movement.
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* Movement, best absorption and total cover can be assumed to be 0 if they are not listed.
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* Stun and damage can go on scratch paper.
  
 
==Editing Character Sheet==
 
==Editing Character Sheet==
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If you change the character sheet format when editing any of the following, you must update the others:  
 
If you change the character sheet format when editing any of the following, you must update the others:  
  
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* [[Mano a Mano:Character Sheet|Blank Character Sheet]]
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Template|Example Template]]
 
* [[Mano a Mano:Example Character|Example Character]]
 
* [[Mano a Mano:Example Character|Example Character]]

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