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#7 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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I will admit taking issue with this characterization. My attempt at illumination of why ST based mechanics have at least a good run at the truth is not fluff, but experience. I've grappled bigger and smaller people than I am, as well as one or two people of equal size but much smaller.
Power Grappling is more or less correct as described. If you feel that only after you've gotten some skill does this make sense...fine. Only allow it after a PC has spent 10pts on grappling skills (Judo, Wrestling, Sumo). At that point, you've either spent 4/4/2 in, say, Judo/Wrestling/Sumo, or more likely either 8/2 in Judo/Wrestling (for the parry and throw and finish on the ground set) or 8/2 in Wrestling/Judo (for the ground fighters who also bend folks). The only thing that I'd probably do if you're really making maximum use of Power Grappling is perhaps not allow certain things. Arm/Wrist and Leg locks as described are DX based, almost entirely. If you base it on ST, you're probably doing Wrench Limb (often very successfully). Other than that, and after chatting offline with another well regarded GURPSer who has also actually done MMA with grappling and striking, I'm back to the Perk is fine. If you have an issue with it, recall that while some Perks are taught from the git-go in a style, many can only be acquired after 10pts spent in particular skills. Even if you say grappling is taken at 100hours per point, that's still 1000 hours of training here. Two hours per day, every other day, for four years. Eight years by RAW at 200hrs/pt. Learning to make maximum use of your ST while at the same time a DX11 fighter picks up Wrestling-13 and Judo-10 (8/2 pts respectively) doesn't seem game breaking at any normal human ST.
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| Tags |
| grappling, martial arts, perks |
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