Real life unarmed fighting is very random and dependent on all sorts of factors which are not represented in typical rulesets.
1/ Many different types of attacks are possible and combinations of simultaneous actions are common.
2/ Availability or efficiency of attacks is dependent on the state of the actor - eg, standing, knocked down, grappling, both combatants rolling on the floor, in an armlock, etc
3/ The course of unarmed combat is very dependent on context - the location you are in, for instance a bar with tables and chairs to maneuver between and throw, walls to trap your opponent or throw your opponent against; on a beach, sand to throw in your opponent's eyes, shallow water to drown him in, etc.
4/ Hit points damage does not simulate success in unarmed combat, which generally does no permanent physical damage until the finishing moves, possible when one actor has an overwhelming advantage. Also the effect of actions is much more anatomically sensitive
5/ Movement is much more important. Attempting to change the distance with your opponent, to make different actions available, backing away, or trying to prevent an opponent from escaping are all part of unarmed combat and requires more than fixed movement allowances measured in hexes and a single effective combat distance.
A different measure of advantage with degrees of advantage is needed. Unarmed combat is won by immobilizing or sufficiently hurting your opponent so he is less efficient at hurting you and you have a greater availability/efficiency of actions... eg, strangling, breaking limbs, bashing their head with maximum force.
The problem with RPG systems I'm familiar with is that they are designed primarily either for melee combat or for ranged combat which are quite different (exchange of blows/shots, success primarily dependent on skill/equipment) and these rules are adapted to unarmed fighting. Ranged, and to a lesser degree melee combat is better simulated by choice-of-one-action-per-turn, few state, hitpoint, context-independent rules than unarmed combat. Exchanging kicks/punchs with your opponent standing up, with a fixed distance between you is not particularly interesting.
Are there any existing rulesets that simulate any of this?
1/ Many different types of attacks are possible and combinations of simultaneous actions are common.
2/ Availability or efficiency of attacks is dependent on the state of the actor - eg, standing, knocked down, grappling, both combatants rolling on the floor, in an armlock, etc
3/ The course of unarmed combat is very dependent on context - the location you are in, for instance a bar with tables and chairs to maneuver between and throw, walls to trap your opponent or throw your opponent against; on a beach, sand to throw in your opponent's eyes, shallow water to drown him in, etc.
4/ Hit points damage does not simulate success in unarmed combat, which generally does no permanent physical damage until the finishing moves, possible when one actor has an overwhelming advantage. Also the effect of actions is much more anatomically sensitive
5/ Movement is much more important. Attempting to change the distance with your opponent, to make different actions available, backing away, or trying to prevent an opponent from escaping are all part of unarmed combat and requires more than fixed movement allowances measured in hexes and a single effective combat distance.
A different measure of advantage with degrees of advantage is needed. Unarmed combat is won by immobilizing or sufficiently hurting your opponent so he is less efficient at hurting you and you have a greater availability/efficiency of actions... eg, strangling, breaking limbs, bashing their head with maximum force.
The problem with RPG systems I'm familiar with is that they are designed primarily either for melee combat or for ranged combat which are quite different (exchange of blows/shots, success primarily dependent on skill/equipment) and these rules are adapted to unarmed fighting. Ranged, and to a lesser degree melee combat is better simulated by choice-of-one-action-per-turn, few state, hitpoint, context-independent rules than unarmed combat. Exchanging kicks/punchs with your opponent standing up, with a fixed distance between you is not particularly interesting.
Are there any existing rulesets that simulate any of this?