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Old 01-12-2019, 02:01 PM   #1
binn05
 
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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.
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Last edited by binn05; 01-12-2019 at 02:21 PM.
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Old 01-12-2019, 02:29 PM   #2
Kelly Pedersen
 
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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.
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Old 01-13-2019, 01:50 AM   #3
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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).
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Old 01-13-2019, 02:07 AM   #4
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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.
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Old 01-13-2019, 05:23 AM   #5
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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.
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Old 01-13-2019, 05:37 AM   #6
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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.
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Old 01-13-2019, 01:27 PM   #7
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Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

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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.
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Old 01-13-2019, 02:15 PM   #8
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Default Re: How to Adapt Drunken Fighting Skill from 3E to 4E

Also Deceptive Attack seems like a good fit.
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Old 01-13-2019, 06:38 PM   #9
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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.
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Old 01-13-2019, 06:50 PM   #10
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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.
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