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Old 07-26-2013, 06:59 PM   #11
Peter V. Dell'Orto
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Default Re: Drunken Martial Arts

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Originally Posted by sir_pudding View Post
That's true of every style of systemic martial arts, and it's practitioners. On the other hand I am pretty confident that under most circumstances what GURPS Tactical Shooting calls the "Assaulter" style is better than Drunken Kung Fu. :)
Well, my point is that it doesn't seem reasonable to assign it any bonuses or penalties, just to describe its tactics. Depending on the "base" style, it's Techniques and Style Perks might change a bit, too. But GURPS Martial Arts takes the approach that all of this stuff must work pretty well, or at least it should when you give it to a character.
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Old 07-27-2013, 01:23 AM   #12
Peter Knutsen
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Default Re: Drunken Martial Arts

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Originally Posted by crretin View Post
there's also a perk in martial arts that turns the penalties to dexterity from being drunk into bonuses.
What about a Perk that makes you seem less skilled than you are? Like your attacks and dodges succeed due to sheer luck, rather than actual skill, at least initially? That seems to me to be a component of "drunken" styles, that you can rely on being underestimated by anyone who doesn't know you can fight or who haven't seen you participate in a fight that lasts more than a few rounds.
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Old 07-27-2013, 02:29 AM   #13
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Default Re: Drunken Martial Arts

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Originally Posted by Peter Knutsen View Post
What about a Perk that makes you seem less skilled than you are? Like your attacks and dodges succeed due to sheer luck, rather than actual skill, at least initially? That seems to me to be a component of "drunken" styles, that you can rely on being underestimated by anyone who doesn't know you can fight or who haven't seen you participate in a fight that lasts more than a few rounds.
I would call that the acting skill, along with the general deceptive attacks of the style.
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Old 07-27-2013, 02:43 AM   #14
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Default Re: Drunken Martial Arts

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I would call that the acting skill, along with the general deceptive attacks of the style.
Do Deceptive Attacks affect the impression your enemies, and any onlookers, get of your fighting ability?
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Old 07-27-2013, 07:20 AM   #15
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Default Re: Drunken Martial Arts

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Originally Posted by Peter Knutsen View Post
Do Deceptive Attacks affect the impression your enemies, and any onlookers, get of your fighting ability?
I don't know. Generally if anybody has a 15+ in a combat skill I tell any players who have even 12+ in their combat skill that "That man walks like a fighter."

The better the character is, the more precisely they can tell if somebody is good.

I usually use a Per roll modified by their highest relative combat skill.

I don't think this is RAW, but it works for me.
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Old 07-27-2013, 12:14 PM   #16
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Default Re: Drunken Martial Arts

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Originally Posted by DangerousThing View Post
I would call that the acting skill, along with the general deceptive attacks of the style.
A Perk that gives a bonus to Acting for that purpose would seem to be fair. It might even be a fairly substantial bonus, since it only affects one very specific use of Acting. I'd allow at least +2 and might be persuaded to go to +3 or +4, given that Off-Hand Weapon Training allows an effective +4 to a very specific use of a particular weapon skill.

Combine that with the Perk One-Task Wonder (Can use Acting to pretend to be unskilled at fighting) and you get a character who doesn't have Acting, but can pretend to be a worse fighter than he is at IQ+4.

I'd call the Perk 'Crouching Monkey, Hidden Badass', but that's just me.
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Old 07-27-2013, 01:07 PM   #17
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Default Re: Drunken Martial Arts

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Originally Posted by Icelander View Post
A Perk that gives a bonus to Acting for that purpose would seem to be fair. It might even be a fairly substantial bonus, since it only affects one very specific use of Acting. I'd allow at least +2 and might be persuaded to go to +3 or +4, given that Off-Hand Weapon Training allows an effective +4 to a very specific use of a particular weapon skill.

Combine that with the Perk One-Task Wonder (Can use Acting to pretend to be unskilled at fighting) and you get a character who doesn't have Acting, but can pretend to be a worse fighter than he is at IQ+4.

I'd call the Perk 'Crouching Monkey, Hidden Badass', but that's just me.
Could also be an Easy technique of Acting skill.
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Old 07-27-2013, 02:08 PM   #18
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Default Re: Drunken Martial Arts

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Originally Posted by JCurwen3 View Post
Could also be an Easy technique of Acting skill.
Sure, we could go that way, but that seems to make what is essentially shtick of fairly limited versatility (compared to Acting as a whole) rather expensive. Especially as Average and Hard are the only difficulties of techniques that I'm familiar with.

Paying 1 CP per +1 to it might be worth it, but I'd argue that this is Perk-worthy and that 1 CP ought to buy you more than +1. Pretenting to be clumsier and less skilled than you are when using a particular style for unarmed attacks in combat feels more like it ought to merit a bonus in the style of Honest Face or Penetrating Voice than necessarily having to buy every level of skill.

Of course, nothing prevents us from making an Average Technique for Acting that would cover all forms of non-verbal deception designed to make one look harmless, i.e. stance, gait, posture, etc. A character that specialised in such methods could then have fairly high Acting, a technique he used to seem harmless and then a Perk to give a bonus to rolls to hide his level of expertise when using a particular martial art style ('Crouching Monkey, Hidden Badass').
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Old 07-27-2013, 05:06 PM   #19
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Default Re: Drunken Martial Arts

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Originally Posted by Dammann View Post
That works for cinematic, but the OP is talking about the actual style, I think, which is not practiced drunk. I never learned it (I was a vanilla tiger-crane guy), but the man I knew who did use it demonstrated a style that looked off balance, erratic, and generally deceptive. I'd say it used something like All out Defense (Dodge), Feints, and tons of Retreats- I would almost call them Acrobatic Retreats, as there was some tumbling. I wish I'd seen him do it more, but he was actually trying to teach me less exotic fighting styles.
I've often thought that GURPS could use an "Evasive Parry" option of some sort. That is, you have to opt in against a specific attack, you roll it against your skill/2+3, it uses up a parry (probably for all of your limbs), but the result is to avoid interposing something in the path of the attack - i.e. it *looks* like a Dodge. It seems balanced enough - yes it allows you to avoid the Hurting Yourself rules or effects that trigger on contact, on the other hand it doesn't work with Aggressive Parry, set up throws etc.

For the rest of it Feint and Deceptive Attack seem to work fine. You could allow a feint based on Acting or Performance ("he's too drunk to be a threat") if you think that actually applies. One Task Wonder (Acting, to appear staggering drunk) would synergize nicely with that.

Oh, and if you wanted to go halfway toward the cinematic version, I've allowed a Drunken [skill] perk that doesn't give you any bonuses at all but does negate the intoxication penalties for that particular skill - for skills that don't involve any deep thought or fast reflexes it might even be borderline realistic. The RAW perk is seriously unbalanced - it's essentially a Talent (applies to a bunch of skills) with a preparation required limitation (get drunk), that ought to be worth about 8 points.
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