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Old 08-22-2010, 02:55 PM   #10
Streacer
 
Join Date: Aug 2010
Default Re: Power Grappling and 'grappling rolls'

Quote:
Can you elaborate on how such a technique would mechanically work?
Power Grapple
Hard
Default: prerequisite skill-5.
Prerequisite: Any unarmed grappling skill; cannot exceed prerequisite skill.

You’re adept at applying force precisely when wrestling. You may opt to base normally DX-based grappling rolls on ST. Roll against Power Grapple. You can use another technique as your grappling move; see Using Techniques Together (p. 64) to find effective skill level.

Following the example of Counterattack technique gives something along those lines. Of course, the skill-based strength bonus is still uncapped so the basic problem I have remains, but if people want to allow it the GM can now expand the range of character levels before this perk becomes a "must have" for every grappler with any training.


Quote:
I will admit taking issue with this characterization.
I'm sorry, we must have different definitions of 'fluff' ... to me it is simply the narrative explanation of what/why is happening, as opposed to the number-crunching aspects of game mechanics. Not meant to be denigrating.


Quote:
Learning to make maximum use of your ST
The issue I have is not them bringing "their strength" to bear, it is that their skill level (a completely independent variable) gives them strength and therefore eliminates any gaming drawbacks to having a trade-off. This is why active defense and to-hit still benefit from the perk, despite the obvious attempt to prevent that by specifically excluding them. A significantly weaker fighter can get large benefits from "power grappling" via unlimited strength gains. Wrestling caps at +2 strength ordinarily, but this allows +10 and more. Giving the tiny woman with ST 7 and Judo at DX+20 a ST 27 score so she can brutalize Brock Lesner, based on her ability to "utilize her ST effectively" just feels... wrong. (If she was using skillful techniques I wouldn't care, which is what Arm Lock and such are supposed to do). Not to mention, I'm far more concerned with the scalability of these generic rules rather than its implications in a realistic low-point campaign. I'm sure you can envision a cinematic MA game with skill levels beyond 13.

Given that a normal human being has ST/DX 10 each and skill level 13 is considered within the norm for "ordinary folks", I contend that a perk which is mathematically superior for any character with at least DX+3 to take is no longer a stylistic characterization tool with minor/occasional benefits (perk), regardless of its realism.


Is this because everyone else reads "ST-based Judo, Sumo Wrestling, or Wrestling roll" while I read "ST-based Judo, Sumo Wrestling, or Wrestling roll"? We're substituting a skill for an attribute and nobody sees potential for mishaps.



Ok to be fair, my examples have devolved to the point where DX and ST are irrelevant and a single skill reigns supreme, so saying that defense/to-hit benefit is no longer right. But they are certainly not harmed since this perk makes attributes little more than point sinks.

Last edited by Streacer; 08-22-2010 at 03:14 PM.
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