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#1 |
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Join Date: Mar 2006
Location: Iceland*
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The Power Grappling Perk on MA p. 51 gives the option of replacing normally DX-based 'grappling rolls' with ST-based rolls. It also allows the replacement of ST rolls with Sumo Wrestling or Wrestling bonuses with ST-based rolls against Judo, Sumo Wrestling or Wrestling.
The second benefit is straight-forward to adjudicate. A ST roll (with a possible +1 or +2) becomes a ST-based skill roll. But the first one is tricker. What are 'grappling rolls'? Are those any rolls against grappling skills (with the caveat that the perk explicitly does not affect rolls to hit and active defences)? Any rolls you make for 'Actions after a Grapple' in MA? In particular, are either of the following 'grappling rolls'? a) Ready an item while grappled. b) Rolls to inflict damage with Arm Lock or Leg Lock? I like the Perk, but I feel that it may incorporate too many effects for one trait. For one thing, I dislike how it benefits the cliched weak, but skilled, akidoka just as much, or more, than it benefits more realistic grappling MMA fighters with ST and DX scores closer to each other. I'm thinking of splitting it up into Power Grappling (allow substitutions of ST-based rolls for DX-based ones) and Cunning Grappler (allow ST-based skill instead of ST rolls). But that's not workable if the benefit under Power Grappling applies too seldom to be any use.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 08-20-2010 at 01:33 PM. |
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#2 | |||
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Join Date: Sep 2004
Location: Canada
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The wording of the perk seems pretty clear though: (emphasis in the original, changed to bold so it's visible in the quotebox) Quote:
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Same answer, with the same explanation really.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 08-20-2010 at 01:51 PM. |
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#3 | |
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Join Date: Mar 2006
Location: Iceland*
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Of course, it would also be awesome if His Line Editorness hisself saw fit to chime in, too. ;)
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Za uspiekh nashevo beznadiozhnovo diela! |
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#4 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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This is part of a Ready maneuver, and while I'd mitigate penalties based on having Pinned (big, maybe total removal of penalties), or Grappled (partial removal), your opponent, I'd mostly adjudicate this as something part of a combat maneuver.
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#5 | |
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Join Date: Aug 2010
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In terms of crunch, I still maintain that it is worth significantly more than a 1 point perk. The argument can be made that all grappling should rely on strength by default, but this would require so much testing and balancing that I personally won't try to implement it as a house rule. If I were to go this route though, instead of a perk I would probably utilize a technique-to-use-with-other-techniques along the lines of Counterattack, essentially upping the cost to bring into line better. |
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#6 | |
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Join Date: Mar 2006
Location: Iceland*
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Za uspiekh nashevo beznadiozhnovo diela! |
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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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#8 | ||
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Join Date: Mar 2006
Location: Iceland*
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But you're forgetting that Power Grappling does two things. One is knowing how to make maximum use of your ST. The other is knowing how to make maximum use of skill, regardless of your ST. I want skilled grapplers to have the option of both of those, certainly, but I feel they should be thematically distinct. What I'm wondering is whether each of them is powerful enough to be a Perk in their own right or whether I should add an extra benefit to them if they are to stand seperately, something more thematically appropriate. What do you think? And what benefits should I add, if any are needed?
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Za uspiekh nashevo beznadiozhnovo diela! |
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#9 | |
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Join Date: Aug 2010
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I think it's safe to say that if you manage to get yourself both pinned and put into a lock you should probably lose the fight, perks and technique bonuses being irrelevant at that level of domination. For that to even happen in the first place you have to already be weaker and/or less skilled. For the one-handed grappling, I'm really not sure how you concluded that the skill level should be halved... it seems like it would just be ST based skill applied to a half-value ST. More pertinently, your example reinforces my point that Power Grappling removes the need for any real strength investment. Why would a dedicated grappler buy 2 ST for 20 points, when they could buy 5 levels of grappling instead and get it anyway. So you just need DX+5 levels of skill at normal ST 10, (10/2 + 5 = 10, breaking even) to have a 50/50 shot of keeping an average adult in a one-handed arm lock, with NO special bonuses, at a total investment of 21 points (including the perk). That's basically the same cost as being slightly above average intellectually. As a side note, I think you can apply the arm lock with 2 hands normally and then release one hand later as a free action. You are right about PG not directly helping defenses/to-hit, however the PG user should always have the highest practical skill because there is no real incentive to invest in anything else! He doesn't need ST (see example 1) or DX (for 1 skill?). PG does not help with the ST contest to resist your opponent from breaking free... so it does have some utility there... however because skill is so much cheaper and does help with your own escapability (as well as everything else) it is still a far stronger play to max out skill, try to land the first/best grapple, and know that you have the best chance to break free if you need to. At lowish/harsh realism skill levels the +5 for 2 hands and such will hold, but because the PG bonus is both uncapped AND increases rapidly, any serious grappling adventurer/warrior will very quickly reach the point of breaking free with trivial ease, and never be caught. PG may be realistic, and its bonuses may make real world sense. But at 1 point it is not giving up ANYTHING of serious value that would justify a "tradeoff" for the advantage in game. Take a look at Ground Guard (the other main grappling perk) and try to justify the two costing the same. Or think of a reason why a decently skilled grappler wouldn't bother take Power Grappling. It doesn't matter what your size or strength or preferred style is, or even who your opponents are going to be. Any grappler is going to want high skill (same as any other specialty), and anyone with high skill is going to get massive benefits from Power Grappling. |
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#10 | ||
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Join Date: Aug 2010
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I'll certainly not dispute that I have been boiling the RAW down to 1-dimensional absurdity in order to illustrate a point. My original goal was/is precisely to find a way to change or clarify it so as to prevent similar situations from cropping up in some future game, in order to do a better job as GM. See also "Judo Throwing an Elephant".
Off the top of my head I'm not aware of any other uncapped bonuses in GURPS, I feel the change from a QC of attribute to a QC of skill is an oversight. Quote:
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I'm sorry that you think I am trying to argue with you, I appreciate your insight. Have a nice day. |
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| Tags |
| grappling, martial arts, perks |
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