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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But really technicaal control powers like mind control magic and powers are no fun to have inflicted on PCs. 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: Douglas Cole September 16, at 9: 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.

It’s a way to make grappling monsters both scarier and a more nuanced foe. We had a fight with crushrooms last time. Privacy Policy Contact Us.

Chapter 3 is the cool stuff, combat. Shall I rate the book with X out of Y stars? Control hechnical entangle your foes with a surprising variety of melee weapons. 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.

GURPS Martial Arts: Technical Grappling

The weekend before I started my current campaign, Technical Grappling came out. Sean Punch 51 pages. Some fighters even specialize in such tactics!

Use an Escaping Parry to break a clinch, or Change Position to establish a weight advantage. 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.


This is a hard subject to get a hold on, however; volumes have tecnhical written about leverage alone. Gurpw we basically aren’t doing any of the cinematic rules for it, either. 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.

The direct correlation between the quality of the grapple and the ability to act despite it is also crystal-clear with TG.

Find More Posts by munin. And if you grab a foe in different places, then he may have different penalties for each limb. The time etchnical is grapplingg More than this, I cannot say. Grabbing is pretty straight-forward and defenses work against it just as they would against any other attack, so this chapter is mainly about what happens after that.

Once you get in a good lick, you have the upper hand, and the next one is easier. Like I said, the book is not organized for presentation.

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. 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 tedhnical skills where if you fail your PC is out of play.

Dungeon Fantastic: Technical Grappling + DF = Awesome

It’s not for the PCs. It’s all clear, nothing is insurmountable, and the effect-based rolls for grapples fit smoothly into how GURPS tcehnical things otherwise. 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 book itself is 51 pages dense with crunch, organized in favor of reference rather than presentation.

gufps As someone with little real-world experience of grappling sports, I found this especially daunting. First, it introduces some granularity. Transform grappling from an all-or-nothing affair to a matter of degree.


Find More Posts by CraigM. There is utility to using Break Free to whittle away at CP so a hold is progressively loosened, without the non-drama of “I roll vs. Let’s just say that Grapplibg isn’t the first to think of this. Even as the penalties for being grappled are so much more harsh Vryce was at ST and -8 DX at one point the ability to treat a grapple as a progressively counterable effect is dramatic. 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.

GURPS Technical Grappling Sequence

This can be a big deal when fighting a foe in heavy armor, the kind who thinks he can All-Out Attack with impunity. And still in the first page I keep hitting fine distinctions and exceptions to rules I barely understand.

Along the way, it makes rules for grappling more consistent with those of combat in general. Originally Posted by Gef. 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.

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Gladiators — Visit the world of the Roman gladiator, and bring his fighting grsppling, weapons, and way of life to your campaign. Let me say instead that this book is highly useful if you have a campaign that fits any of these descriptions: And let’s just say I heartily endorse the results, whenever it shows up, should it show up.

Originally Posted by munin This. If not, his hold is still weaker.