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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All in all, using TG for DF is why the crushroom fight last time was such a fun one and a dramatic one, not an excuse to sigh that even ST 40 gets you nothing special when you chomp and hold on.
Fortunately, I persevered, and after the first pass, I had enough techhnical of the overall framework to read it again for understanding.
I found it intimidating at first, but after actually gaming a grxppling scenes with it, I found it easy to assimilate, certainly no more difficult than the combat system in general, in part because it organically extends concepts already present in that system.
Benjamin Morley September 16, at Likewise 4 grappllng 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.
In short, high skill gives you a bonus, much as Karate skill gives a bonus to punching damage. All times are GMT I have to admit, I have tried twice and have been unable to actually read through the supplement so this post isn’t an actual review, more like an AAR — army regulations are much easier to read than this supplement. It’s not a way to make a grappling badass who choke-slams and arm locks monsters two per second – although you can do that. 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.
Whether your campaign features athletes wrestling for prizes and honor, lawmen who must control and disarm suspects, or historical warriors trained to fight to the death, Martial Arts: Surf our site for the files you want.
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. If you can grab and smash or grab and stab grapplin, you can spend the control points directly as bonus damage.
Any melee — from a brawl to a swordfight — could suddenly move into the clinch. First, realize that TG in DF is for the monsters. So in the middle of the very first paragraph I stop reading and flip to the back — the table is mathematically intuitive so I can memorize the numbers easily, but the list of skills and techniques it applies to makes no immediate sense to me I can’t see an easy way to memorize them.
If you can imagine a grappling situation, you can probably model it with these rules, step-by-step.
The book itself is 51 pages dense with crunch, organized in favor of reference rather than presentation. It contributed to a first impression of massive complexity that is not present in actual play. Technicap the examples of play I’ve read on Gaming Ballistic have made sense to me and seemed like fun.
GURPS Martial Arts: Technical Grappling
This is a hard subject to get a hold on, however; volumes have been written about leverage alone. This is where the control point mechanic shines. Admittedly, we’re using a stripped down set of rules from TG, not all of the bells and whistling going with all of the rules for realism turned on.
As someone with little real-world experience of grappling sports, I found this especially daunting. Posted by Peter V.
GURPS Technical Grappling Sequence
The core concept is very simple indeed: First, it introduces some granularity. Benjamin Morley September 16, at 9: Once you grapple someone, you can basically do two things: Chapter 1 introduces the basic concept and many more besides, like the idea that if someone grabs you, their weight with gear affects your encumbrance, and your weight affects theirs.
Originally Posted by Gef.
Grapples go both ways, and he can move you, too! I found it intimidating at first, …. One of my players complained that for his Karate-using character, the rules in Technical Grappling seem to make wrestlers overpowered, that a wrestler could grab him and make him weaker, rinse and repeat to make him helpless. Last edited by munin; at Like I said, the book is not organized for presentation.
Review of GURPS Martial Arts: Technical Grappling – Steve Jackson Games Forums
Sean Punch 51 pages. Of the rest of the book, half consists of special cases of this basic concept. Discover how technical proficiency complements raw power.
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 represents only a few seconds of game time. Ideally, 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.
A weak man might have to attack several times in order to accumulate an impressive control point total, but having done so, he can do nasty things to a stronger man by spending those points profligately. I wish there was something like that for mental combat.
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And let’s just say I heartily endorse the results, whenever it shows up, should it show up. 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. 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.
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. It’s improved my game. Technical Grappling Thanks for the detailed review!
At first glance, this must seem odd, especially given my emphasis on stripped-down combat for DF. Use an Escaping Parry to break a clinch, or Change Position to establish a weight advantage. Newer Post Older Post Home.