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#1 |
Join Date: Apr 2014
Location: Bahia, Brazil
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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. Last edited by binn05; 01-12-2019 at 02:21 PM. |
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#2 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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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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#3 | |
Join Date: Dec 2012
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#4 |
Join Date: Dec 2006
Location: Meifumado
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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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#5 |
Join Date: Aug 2013
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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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#6 |
Join Date: Mar 2008
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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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#7 | |
Join Date: Aug 2018
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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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#8 |
Join Date: Nov 2008
Location: Yukon, OK
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Also Deceptive Attack seems like a good fit.
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#9 |
Join Date: Apr 2014
Location: Bahia, Brazil
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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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#10 | ||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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What? You mean Deceptive Attack? You can use Deceptive Attack in a Spinning Attack...
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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:
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Tags |
conversion, drunken fighting, dungeon fantasy, martial artist, martial arts |
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