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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Review of GURPS Martial Arts: Technical Grappling – Steve Jackson Games Forums

Way of the Warrior — Featuring two articles from the author of Technical Grappling: 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. Douglas Cole September 17, at ST 40, 4d crushing bite, Constriction Attack. This is true of causing vurps with a lock, and also true of using a grapple to force some kind of change in position.

These are manageable if you know the system: Technical Grappling grzppling add detail and realism to your battles. Tags martial artstechnical grappling Thread Tools. It needs to start with some simple mechanic that’s easy to remember and tefhnical out, not buried in endless prosethen add in complexity for specific maneuvers as an option. And defenses are derived from DX.

GURPS Technical Grappling Sequence | Saga of Westmarch Wiki | FANDOM powered by Wikia

Of the rest of the book, half consists of special cases of this basic concept. However, unless he gets a grip of his grappling, he does so without the benefit of control points.

As a consequence, you roll damage control points based on half your ST, but you get a bonus from using a weapon instead of bare hands, so it works out about the same for normal human ST ranges. But with a CP pool to whittle down, it’s not the end of the fight. I found it intimidating at first, but after actually gaming a few 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.


Once you grapple someone, you can basically do two things: But we basically aren’t doing any of the cinematic rules for it, either. However, Wrestling skill gives no direct bonus to the damage control point roll; instead it gives a bonus to the ST score used to derive thrust-based damage.

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.

GURPS Martial Arts: Technical Grappling

The good news is, the full potential complexity I just described is rarely seen in actual play, and when it is, a little hand-waving and guestimating is good enough. Technical Grappling makes a couple of things more clear: 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.

It would seem more exciting from a players stand point to have something like Technical Grappling to try to resist the mind control power than nust to say sorry your PC can do nothing because he failed his resistance roll.

Technical Grappling Thanks for the detailed review! 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. Oh yes, it really does. Use an Escaping Parry to break a clinch, or Change Position to establish a weight advantage.

This is a hard subject to get a hold on, however; volumes have been written about leverage alone. Surf our site for the files you want. Originally Posted by munin. Find More Posts by DouglasCole. Newer Post Older Post Home.

First, it introduces some granularity.

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.


Chapter 2 is all about armed grappling, and the most useful part of the whole book, in my humble opinion, is the flavor text introducing this chapter. The change from a binary grappling system to a CP-based system has technicwl grappling better. In any case, nothing in Technical Grappling makes the karateka easier to grab in the first place, and the control point roll from a human foe is likely to impose -1 or -2 to ST and DX, favorable to the -4 DX under the original rules.

Preview of the PDF. First, realize that TG in DF is for the monsters. By the Basic Set grppling, a graby by that is game over – it bites for vrappling, it holds on, and crushes you to death while you hope you and your friends can kill it. My own campaign emphasizes tecjnical, as I have fantasy world that makes gladiators of races like centaurs and scorpion-men.

So there is a chance of a marginal grab.

The key here is the basic utility of the underlying mechanic – Control Points CP. I mentioned a couple times that we’re using Technical Grappling for Dungeon Fantasy. Let me say instead that this book is highly useful if you have a campaign that fits any of these descriptions: If you can imagine a grappling situation, you can probably model it with these rules, step-by-step. Learn Jacket Wrestling or Shuai Jiao — and distinguish between between bear and lion attacks — with six classic styles plus four specifically for animals.

He wrote an article. The author, Douglas Cole, has addressed my complaint in an article that serves well as the introduction missing from the book: Until you spend them, they have a persistent effect: I’ve seen it, and it is good.

The book itself is 51 pages dense with crunch, organized in favor of reference rather than presentation. So far, so good.