Even when GURPS Martial Arts: Technical Grappling was published, there were ways to simplify it, and some of those were included in. Any references to “the book” below refer to GURPS Technical Grappling, and the “core rules” are the ones from GURPS Characters and. 1. Make an attack. You may initiate a grapple, improve a grip, break a grapple, or perform a special attack. Initiate a grapple by making an attack with DX.
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Not written by me. Some fighters even specialize in such tactics! It needs to start with some simple mechanic that’s easy to remember and called out, not buried in endless prosethen add in complexity for specific maneuvers as an option.
Yurps, if you do nothing effective to stop him, he can pile up enough control points to make you all but helpless, then force you into a disadvantageous position with your back to him, then free up his hands by trapping you with some other limb or part of a limb, and then wail away unopposed. At first glance, this must seem odd, especially given my emphasis on stripped-down combat for DF.
You can use it for girps things, too, as the name that the author has chosen for this special type of damage makes tchnical This is true of causing damage with a lock, and also true of using a grapple to force some kind of change in position.
My first experience with the supplement was that I hit that first crunch paragraph telling me to refer to a table in the back of the book. As someone with little real-world experience of grappling sports, I found this especially daunting. I’ve read those, and the ” introduction “, and I still can’t read through the supplement. All times are GMT In short, high skill gives you a bonus, much as Karate skill gives a bonus to punching damage.
Grapples go both ways, and he can move you, too! Like I said, the book is not organized for presentation. The author, Douglas Cole, has addressed my complaint in an article trchnical serves well techniczl the introduction missing from the book: I a wizard cast charm person on a PC it might be cool to have some way to break the control other than a quick contest of skills where if you fail your PC is out of play.
I now feel qualified to review it not only on the basis of how it reads, but how it plays. But at the same time, a grab-specialized monster can now inflict ridiculous top-end effects. Douglas Cole September 17, at Or at least, suffer -4 DX and wait for the crushroom to do a Takedown easy and Pin easier and end it.
The good news is, the full potential complexity I just described is technicxl seen in actual play, and when it is, a little hand-waving and guestimating is good enough. That always increases complexity, but in this case, you get a lot of bang for the complexity buck, mainly technocal the control point roll parallels the general case of damage rolls.
Normally, you do the deriving in advance, one time, but with effective attribute scores fluctuating in a grappling situation, you may have to do it several times in a combat that technnical only a few seconds of game time. Let’s just say that Benjamin isn’t the first to think of this.
Find More Posts by Gef. Technical Grappling Chapter 2 is all about armed grappling, and the most useful part of the whole graopling, in my humble opinion, is the flavor text introducing grapplihg chapter. This is a hard subject to get a hold on, however; volumes have been written about leverage alone.
Find More Posts by munin. If you can imagine a grappling situation, you can probably model it with these rules, step-by-step.
Benjamin Morley September 16, at Counters to being grappled are now set so even weaker PCs can slowly work out of the grasp of monsters, so attempting to break free is much more often a useful exercise. Newer Post Older Post Home.
Fortunately, I persevered, and after the first pass, I had enough sense of the overall framework to read it again for understanding.
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Way of the Warrior — Featuring two articles from the author of Technical Grappling: I needed 3 sessions with big fights to get comfortable with the mechanics, and that was with posting my questions to this forum and getting helpful technicaal from the author. Preview of the PDF.
These are manageable if you know the system: No one argues, or tries to explain why they can somehow pull off X or Y despite being grappled, or groans that they’ll need a new grapppling because they missed that Dodge roll vs.
He wrote an article. The canny warrior knows that grappling is fundamental to fighting. But actually, it’s not that crazy. Originally Posted by munin This. Running CP so that toothy maws grabbing onto your plate armor and – despite not penetrating – holding on means bite-based grapples suddenly become a continuing problem even if their damage is too low to be a direct means of killing you.
That grappling gets you a situational advantage that you can exploit to hurt the other guy more, and more often, and that this is especially true in weapon combat. I’ve seen it, and it is good. The time now is But we basically aren’t doing any of the cinematic rules ggrappling it, either.
The key here is the basic utility of the underlying mechanic – Control Points CP. Likewise 4 levels of ST is a die of swing damage, and 8 levels of ST is a die of thrust damage, at least in the human range, and in the super-human range, 10 levels of ST is a die of damage either way.