In a big thread over on the SJG Forums that was at least, originally, about fantasy party composition, discussion came up about taking down and pinning berserkers.
Long story short:
- someone with Berserk needs to take All-Out Attacks once berserking.
- a Pin (p. B370) is pretty final, and results in a helpless opponent
- per GURPS Martial Arts page 114, someone who All-Out Attacks doesn't get to roll to stop a pin.
- therefore, if you can grapple and takedown a berserker (not hard if they aren't defending), and stop them from breaking free (a little iffier, but not terribly hard), you can easily pin them on your next turn.
That's not actually realistic, and it's an unintended consequence of how we worded the rule. So I, and then Sean Punch, both opined on a change.
My post is here.
Sean "Dr. Kromm" Punch's post is here.
Again, long story short, that's not what we were trying to do, the fix is to say MA114 is referring to DX-based rolls, not ST- or HT-based resistance-type rolls. Berserkers can indeed roll in their Regular Contest of ST to try to stop you from pinning them. Tackling crazy people isn't a solo job.
Also, Douglas Cole, author of the upcoming GURPS Martial Arts: Technical Grappling posted next to discuss some changes that his book will offer for people who find the Basic Rules too basic.
I figured I'd post links here so the rule discussion didn't stay buried in a thread on a different subject.