The. GURPS Martial Arts: Technical Grappling web page is technicalgrappling. Bibliographies. Many of our books have extensive bib-. Forum poster Icelander wanted to create a special martial arts style for actually being trained to arrest and detain folks. It’s based on how they. Even when GURPS Martial Arts: Technical Grappling was published, there were ways to simplify it, and some of those were included in.
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Narrow your focus with the One Foe option, exploit Committed Attack to force a posture change, pass a limb to trap your opponent, and more. Originally Posted by Gef.
They’re a threat now, but I grapplinv how TG allows for a range of danger beyond simply “grappled and in danger” and “not grappled and fine. I was in the playtest for the book, but at the time, I had a lot going on. More than 30 of them — aets new, some modified. 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 grxppling easier to read than this supplement.
The benefit of using a grapple to move a foe is alike in kind, to put him in a facing or posture in which his defenses are penalized, and hopefully to keep him there, so that the remainder of the combat is a one-sided affair in your favor.
Tefhnical I conceived this campaign specifically to teach the combat system to new players, I decided to incorporate the new supplement from the beginning, rather than change downstream. Preview of the PDF. Like I said, the book is not organized for presentation. As someone with little real-world experience of grappling sports, I found this especially daunting. I now feel qualified to review it not only on the basis of how it reads, but how it plays.
And then, the mrtial changed a bit during playtest, when it because clear that some ideas needed to change to accomplish what Doug was trying to accomplish. I really liked how much the results made sense – moves I could really do really work, and the patient, control-first martial arts style I learn Kachin Bando makes even more sense in play since piling on CPs is nothing but good.
Technical Grappling will add detail and realism to your battles. While you can sometimes just grab, toss, and submit, without cinematic abilities you really do need to take some time.
I needed 3 sessions with big fights to get comfortable with the mechanics, and that was with posting my questions maetial this forum and getting helpful answers from the author.
Transform grappling from an all-or-nothing affair to a matter of degree. For a detailed fight this is awesome, but I’ll need a much better handle on it before I can use it in play, especially in my DF game.
The weekend before I started my current campaign, Technical Grappling came out. You need to have a solid idea of what the rules let you do and not do in order to either grapple or avoid grappling. This is true of causing damage with a lock, and also true of using a grapple to force some kind of change in position.
Achieve leverage by jockeying for not only posture, but also facing and orientation. You can use it for other things, too, as the name that the author has chosen for this special type of damage makes clear: To call what we did a “fight” overstates it a bit. A nice Judo Parry-Judo Throw without a hold worked, except the opponent wasn’t stunned so he didn’t drop his knife, and the lack of arm control meant that was a foolish thing to do and lead to a luckily-weak cut to the arm.
Originally Posted by munin. 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.
So it didn’t feel simple. Newer Post Older Post Home.
Once you grapple someone, you can basically do two things: And if you grab a foe in different places, then he may have different penalties for each limb. 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. Find More Posts by Gef.
Which is fine, of course, just worth noting. Fortunately, I persevered, and after the first pass, I had enough sense of the overall framework to read it again for understanding. Last edited by munin; at This is a hard subject guros get a hold on, however; volumes have been written about leverage alone. Technical Grappling makes magtial couple of things more clear: 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 grapping to ST and DX, favorable to the -4 DX under the original rules.
If you can imagine a grappling situation, you can probably model it with these rules, step-by-step.
The author, Douglas Cole, has addressed my complaint in an article that serves well as the introduction missing from the book: That always increases complexity, but in this case, you get a lot of bang for the complexity buck, mainly because the control point roll parallels the general case of damage rolls. This bonus adds to the effective ST of the limb or combination of limbs used to grapple: