Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-12-2019, 02:01 PM   #1
binn05
 
binn05's Avatar
 
Join Date: Apr 2014
Location: Bahia, Brazil
Default How to Adapt Drunken Fighting Skill from 3E to 4E

As the title says, how can I adapt drunken fighting skill from 3E to 4E?
One of my players want to play a Martial Artist in a DF campaign that will play in the next months and would like to use that skill?

I looked at Martial Arts 4E, and there is nothing like that.
Since I bought the book on last year's sale, I'm not familiarized with the ins and outs of MA 4E.

Any help?

Edit: Forgot to add what the skill does in 3E.

Roll a Quick Contest of Drunken Fighting skill vs. opponent's IQ. If the player wins, his enemy is at -1 to hit or defend during the turn (player's choice) for every point by which he lost the contest. If the player loses, he suffers the penalty. On a tie, combat is resolved normally. Experts (Skill 18+) can fight while intoxicated without penalty.

If I can't post text from the books, please tell me so and I will remove it.
__________________
My Blog - https://nohrpg.wordpress.com/
Mostly GURPS.

Last edited by binn05; 01-12-2019 at 02:21 PM.
binn05 is offline   Reply With Quote
Old 01-12-2019, 02:29 PM   #2
Kelly Pedersen
 
Kelly Pedersen's Avatar
 
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Personally, I wouldn't try to adapt the mechanics precisely at all - the cinematic skills, I feel, tend to add too much rolling to a round of combat, which slows down the game. However, there's a Drunken Fighting perk in Martial Arts (p. 50) that should do the job just fine. I'd just use that.
Kelly Pedersen is offline   Reply With Quote
Old 01-13-2019, 01:50 AM   #3
Prince Charon
 
Prince Charon's Avatar
 
Join Date: Dec 2012
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Quote:
Originally Posted by Kelly Pedersen View Post
Personally, I wouldn't try to adapt the mechanics precisely at all - the cinematic skills, I feel, tend to add too much rolling to a round of combat, which slows down the game. However, there's a Drunken Fighting perk in Martial Arts (p. 50) that should do the job just fine. I'd just use that.
It's good for the 'fighting while intoxicated' part, but does not cover the 'moving in seemingly random ways that confuse the enemy' aspect of drunken fighting (which was, IIRC, one of the reasons for developing 'drunken' fighting in the first place, where realistic drunken fighting does not involve being drunk, only acting drunk).
__________________
Warning, I have the Distractible and Imaginative quirks in real life.

"The more corrupt a government, the more it legislates."
-- Tacitus

Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
Prince Charon is offline   Reply With Quote
Old 01-13-2019, 02:07 AM   #4
Daigoro
 
Daigoro's Avatar
 
Join Date: Dec 2006
Location: Meifumado
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

The problem with the 3e version was that it essentially combined Feint with an Attack simultaneously, which was a bit overpowered.
__________________
Collaborative Settings:
Cyberpunk: Duopoly Nation
Space Opera: Behind the King's Eclipse
And heaps of forum collabs, 30+ and counting!
Daigoro is offline   Reply With Quote
Old 01-13-2019, 05:23 AM   #5
Jareth Valar
 
Join Date: Aug 2013
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Martial Arts already has a Technique that sort of does the same thing: Spinning (Attack). It already combines aspects of Feint and Attack in one. Just allow the description of "Spinning" to be "Staggering".

Add Spinning Punch, Spinning Kick, Feint, Breakfall, etc as Techniques (and a few others probably) as a base MA. Maybe add Acrobatic Feints, Drunken Fighting, Cotton Stomach, Technique Mastery (Any Spinning attack) as Perks and I think that could at least serve as a basis.
Jareth Valar is offline   Reply With Quote
Old 01-13-2019, 05:37 AM   #6
dcarson
 
Join Date: Mar 2008
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

And a possibly hyper-specialized Acting so that for the first few seconds they actually think it is just drunken staggering and bad luck that you knocked a couple of them down.
dcarson is offline   Reply With Quote
Old 01-13-2019, 01:27 PM   #7
Plane
 
Join Date: Aug 2018
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Quote:
Originally Posted by Jareth Valar View Post
Martial Arts already has a Technique that sort of does the same thing: Spinning (Attack). It already combines aspects of Feint and Attack in one.
Well, Feint and Dedicated Attack anyway, though you can use techniques to buy off the problems DA causes.

Isn't Spinning Punch / Spinning Kick actually better than feints because people can't use an elevated Feint technique to improve their defense in the quick contest like they can against Feints?

Elevated Feints even work against Beats/Ruses I think, which is really weird. I think it might make more sense to have DX Feints, ST Beats and IQ ruses being separate techniques, and buying them up only helps you in the contest against that particular form of it, rather than all 3 types?

In that line, maybe you should have to roll against Spinning (Attack) to resist Spinning (Attack)? People good at spinning probably understand its timing better.
Plane is offline   Reply With Quote
Old 01-13-2019, 02:15 PM   #8
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Also Deceptive Attack seems like a good fit.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is online now   Reply With Quote
Old 01-13-2019, 06:38 PM   #9
binn05
 
binn05's Avatar
 
Join Date: Apr 2014
Location: Bahia, Brazil
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Thank you, everybody, for the input.
We went with the Spinning (Attack) technique modified from prerequisite skill -2 or kick -3 to prerequisite skill-4 or kick-5.

If I understood the rules correctly for creating new techniques...

Spinning Attack base -2/-3, can apply Quick Contest result to the opponent's attack skill (-1), opponent use IQ instead of combat skill (-1).

Did I missed something here?

Also, I show the Drunken Fighting perk to the player, and he liked it too.
__________________
My Blog - https://nohrpg.wordpress.com/
Mostly GURPS.
binn05 is offline   Reply With Quote
Old 01-13-2019, 06:50 PM   #10
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Quote:
Originally Posted by Plane View Post
Well, Feint and Dedicated Attack...
What? You mean Deceptive Attack? You can use Deceptive Attack in a Spinning Attack...

Quote:
Isn't Spinning Punch / Spinning Kick actually better than feints because people can't use an elevated Feint technique to improve their defense in the quick contest like they can against Feints?
Eh... it's a bit of a wash as you can lose a Spinning Attack Quick Contest and increase your foe's defense. So... it's not exactly "better". Failing a Feint just wastes a Maneuver (or an Attack).

Quote:
Elevated Feints even work against Beats/Ruses I think, which is really weird.
No... because they aren't Feints. The Feint technique specifically only works against feints.

Martial Arts pg 100.
"By the same token, those who know any specialty of the Feint technique (p. 73) may use it to resist feints as well as to execute them."
(emphasis from the original text)

That Ruses and Beats use a Feint maneuver does not actually make them feints.

Quote:
I think it might make more sense to have DX Feints, ST Beats and IQ ruses being separate techniques...
As the Feint Technique doesn't increase Beats or Ruses, yeah, having techniques for them would be great.

Quote:
In that line, maybe you should have to roll against Spinning (Attack) to resist Spinning (Attack)? People good at spinning probably understand its timing better.
I'd allow for someone trained in Spinning Attack to add it to their resistance against Spinning Attack, yeah, that does sound right.
evileeyore is offline   Reply With Quote
Reply

Tags
conversion, drunken fighting, dungeon fantasy, martial artist, martial arts

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:06 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.