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#1 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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I personally like the Fantastic Dungeon Grappling a bit more for its simplicity, but there are some points which I'm wondering are because of space requirements/simplicity or balance.
Constriction Attack inflicts double CP in Technical Grappling. This seems gone in Fantastic Grappling. The Binding advantage is also not mentioned. Should we assume it just inflicts CP as normal? What about stuff like spider-web or anything with layering? Should we just assume there is no upper CP limit for it? Also, Engulfing doubled CP inflicted, do you still think this should be a thing? Same with Binding having DR/Control Resistance equal to level/3. I don't see any mention of how much CR inflicted by grappling with weapons either, or the max CR. Technical Grappling had a bunch of rules about leverage? Anything else which didn't really get transferred?
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" Last edited by RedMattis; 03-11-2021 at 09:00 AM. |
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#2 | ||||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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We tried to distill it down to its essence, remove the special-case rules that made it more complex than needed. Quote:
The quick-version of Strangle in FDG returns to this concept, and Constriction attack in FDG just says "yah, you can do this by crushing the BODY, not just the NECK." It's simpler, requires no special cases, and closer to both the Basic Set and the (more pertinent) rules for Suffocation on Exploits p. 70. one of the reasons for the extra CP in the original TG was the requirement to (almost) always spend CP for damage. You'll notice that's not always enforced in FDG, though it's always optional. While it worked as a mechanic, narratively it was always jarring. Quote:
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Control Resistance is not a feature of most weapons. Special items like handcuffs, sure (see It's a Trap again). The maximum CR will depend on the device. Cuffs sufficient to entrap a ST 50 giant will probably have CR of 25 or even more. Grappling with weapons is now a bit of a switch. Some weapons (most weapons, since you can "grapple" with a sword or shield using the Weapon/Shield Bind concept, it's just your foe can escape from that kind of grapple simply by backing up) enable you to grapple with them, from a distance. CP rolled is set by your thrust damage, and Judo or Melee Weapon gives boosts for skill. It would be entirely plausible for a GM to say "Hmm...a garotte is a purpose-built grappling weapon, so we're going to base it on the Wrestling progression instead of Judo." Returning to the beginning: Keeping it simple was the goal. The Chaotic GM has a great piece on how you can do just about every Technique in TG with FDG for those who want more detail.
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#3 | ||
Join Date: Jun 2006
Location: Sweden, Stockholm
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#4 | |
MIB
Join Date: Oct 2005
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I wouldn't use Engulfing at all with FDG, it doesn't fit the paradigm. Buy more levels of Binding and/or assign more Control Resistance. Speaking of which, I must confess I completely forgot about Control Resistance when I designed some weapons inflicting CP a while back (tanglers and similar). But it worked well without it as I simply assigned what seemed like enough control damage. That being said, it would be a good idea to figure out pricing for assigning Control Resistance to Binding, and it would also be a good idea to unify breaking a binding via grappling and breaking by damaging it. The latter hasn't come up in my campaigns yet so I haven't given it any thought. I'm just not sure that Binding should have Control Resistance equal to 1/3 ST by default. One further datapoint - I've treated repeated Binding attacks against the same target as adding CP equal to just the number of control dice the attack normally does, as an analogue to further application of RAW Binding adding just +1 ST. Last edited by Exxar; 03-11-2021 at 11:02 AM. |
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#5 |
MIB
Join Date: Oct 2005
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You roll thrust appropriate for your ST + Lifting ST based on the Judo or Melee Weapon progression as per page 3 of FDG. The non-control damage of weapons is not used for anything.
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#6 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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#7 | ||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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#8 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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I've used both in campaigns and I think it was in my AEON supers game where we (Doug and I) started stripping down TG to be simpler for the other players. I know we were using some ideas Peter Dell'Orto had and eventually Doug wrote up Dungeon Grappling. FDG didn't come around until the next campaign where we used it instead of the base rules from then on.
I've probably used it more than any GM that isn't Doug at this point as I've run hundreds of sessions and it was adopted for use before it was released to the public. It's a good system and it mirrors how grappling really works (and you don't have to worry about things like "Grip ST") and it's simple. You don't always get those two in the same package, much less well-built to boot.
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#9 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Anyway, does strangling take an action, or it is a free action anyone can do it when they grapple the right location? It is a bit unclear to me based on what FDG says.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#10 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Tags |
armed grappling, dungeon grappling, fantastic grappling, martial arts, technical grappling |
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