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Old 12-03-2020, 11:05 AM   #15
EskrimadorNC
 
Join Date: Jul 2015
Default Re: Arm Lock with and without Technical Grappling rules

Quote:
Originally Posted by DouglasCole View Post
Yah, sorry. I took a shortcut here. I meant the DX/ST penalties from your CP from the grapple stack with pain penalties from the lock. That can get bad, fast. Especially in a cinematic-switched fight.
Ahhh, I'm tracking. Thanks for the clarification.

Quote:
Originally Posted by DouglasCole
We struggled with this during (and after) writing and playtest. Spending CP for continuous-pressure techniques like locks and chokes has never really felt right, and Peter and I used to spend some casual time brainstorming over how to make it better. I obviously decided, even then, "one rule to ring them all" so that the "spend CP for effect" was a universal concept...but no question this is a case where it squeaks around the edges.

One concept we came up with was instead of spending CP, you "risk" them. You ante up (just as you'd spend them) to set the maximum effect of the technique, then make an attack roll. If you succeed, woo hoo, nothing lost (but you also don't get more CP), and the technique works as you intended.

If you fail the roll, you lose the CP.

Fantastic Dungeon Grappling does some of this; it was written with 15 years of experience of at-the-table play.
I really like the gamble idea. I might try that out in the name game I run and let you know how feels/works out.
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arm lock, martial arts, technical grappling

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