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I remembered a YouTube 5e DM saying something along the lines of “feats are more about what you can’t do than what you can”. and decided to make Brawling a little more nebulous and free-form.

It’s aaaall about using the surrounding environment now, and pushing that “creative combat” idea as hard as possible.

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PeenusPeepl

This does feel better. Also I love me a good defenestration mechanic.

Cwolf

Was it Matt Coleville? He's really good

Vice & Violence

Might've been, I've been scouring youtube for advice so much they've all sort of blended together.

The ISH

Even better!

ShadOtter

Excellent way to take advice to heart! I like the change!

Frank M

I dig it! This feels much more like a fun alternate combat system as opposed to a set of powerful secret techniques reserved for people who spent the time to read the whole book. :) I wouldn't hate to see a little more guidance on what the DC's should be for the targeted attacks, but maybe that's something that is/could be more generally covered in the GM advice. Similarly, a general range of how much extra damage 'From the Top Rope' might do wouldn't be unwelcome. It's one thing to say 'a dweller does less than a centaur' but like... Less than what? And how much less? Should this do a whole attack's worth of extra damage? A few points? Also in the vein of GM advice/guidelines, perhaps a note that the environmental moves are *possible* options when the associated objects are actually available? This may seem obvious to many, and is kind of implied by the outdoor moves, but new GM's might not quite get that they can just say 'no sorry, that was the only ashtray'. On the other hand maybe that's totally fine. I'm actually more concerned as to how powerful it seems to just sling big rocks every turn for dungeon brawls. That seems very mechanically optimal, and that kind of thing is the enemy of wacky fun. Maybe a 'roll to find rock'? Rocks are always available, but you can't always find the kind you want? Something like, when you want to throw a rock, roll 1d6: 1-2 Fist sized 3-4 Two Hander (or smaller) 5-6 Boulder (or smaller) Or even 1 Cant find a rock 2-3 Fist Sized 4-5 Two Hander (or smaller) 6 Boulder (or smaller) It also feels like there could be more clarity on what actions all these use. I assume most of them are combat actions, but some seem like they might be tactical actions? Grapple: Does grabbing and continuing to hold someone require anything from the grappler? Perhaps I'm wanting these rules to be too explicit, and this is more a 'well obviously grappling someone uses up your hands, so you can't do anything that the GM judges would require your hands to be free' sort of game. And that's valid. I haven't sat down and read through the whole thing for a long time (or really ever in truth, since it's an evolving document so even what I have read isn't really the whole thing anymore.) So certainly keep in mind I'm coming at this in somewhat of a vacuum. I trust you know your game and goals well enough to disregard my comments if I'm off base. :)

mul.sh

This second version is even better! As @Frank M said above, it doesnt feel like a hidden set of abilities. My only grip with it is that the Konk table is leaving too much free space. Maybe formating it into a proper table just so it fills the sides would make the whole page looks better.

NoClothes

.......Is she okay?