The. GURPS Martial Arts: Technical Grappling web page is technicalgrappling. Bibliographies. Many of our books have extensive bib-. Forum poster Icelander wanted to create a special martial arts style for actually being trained to arrest and detain folks. It’s based on how they. Even when GURPS Martial Arts: Technical Grappling was published, there were ways to simplify it, and some of those were included in.

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Tags martial artstechnical grappling Thread Tools. However, Wrestling skill gives no direct bonus to the damage control point roll; instead it gives a bonus to the ST score used to derive thrust-based damage.

The biggie here is Constriction Attack, which formerly seemed redundant with Wrestling skill but now confers double control points, a benefit it shares with Trained by a Master. Like I said, the book is not organized for presentation. They’re a threat now, but I like how TG allows for a range of danger beyond simply “grappled and in danger” and “not grappled and fine.

GURPS Martial Arts: Technical Grappling

More than 30 of them — some new, some modified. High Risk Is High Risk – a quickie tecynical with Judo is good, and still maryial very well in TG, but doesn’t give you much control.

Which is fine, of course, just worth noting. In any case, nothing in Technical Grappling makes the karateka easier to grab in the first place, and the control point roll from a human foe is likely to impose -1 or -2 to ST and Frappling, favorable to the -4 DX under the original rules.

Originally Posted by munin I have to admit, I have tried twice and have been unable to actually read through the supplement so this post isn’t an actual review, more like an AAR — army regulations are much easier to read than this supplement.

Which is cool with me, because that means a grapple-and-bite threat can be even more serious in a game like DF. In TG, the effect-roll based control means it’s going to really get a good hold on you and it’s hard for you to really inconvenience it.

As a consequence, you roll damage control points based on half your ST, but you get a bonus from using a weapon instead of bare hands, so it works out about the same for normal human ST ranges. These are manageable if you know the grapplinb My own campaign emphasizes these, as I have fantasy world that makes gladiators of races like centaurs and scorpion-men.


Narrow your focus with the One Foe option, exploit Committed Attack to martjal a posture change, pass a limb to trap your opponent, and more. I was in the playtest for the book, but at the time, I had a lot going on.

GURPS Martial Arts: Technical Grappling

And defenses are derived from DX. Privacy Policy Contact Us. For hurting them, you spend control points to set bounds on damage. Technical Grappling will add detail and realism to your battles. Technical Grappling Chapter 2 is all about armed grappling, and the most useful part of the whole book, in my humble opinion, is the flavor text introducing this chapter. Once you get in a good lick, you have the upper hand, and the next one is easier.

The good news is, the full potential complexity I just described is rarely seen in actual play, and when it is, a little hand-waving and guestimating is good enough. Sean Punch 51 pages. This bonus adds to the effective ST of the limb or combination of limbs used to grapple: Yet the examples of play I’ve read on Gaming Ballistic have made sense to me and seemed like fun. The canny warrior knows that grappling is fundamental to fighting. Likewise 4 levels of ST is a die of swing damage, and 8 levels of ST is a die of thrust damage, at least in the human range, and in the super-human range, marhial levels of ST is a die of damage either way.

Long story short – I needed to try the rules out in play, and it seemed like a good idea to try them out with the author since he’s my friend. And then, the book changed a bit during playtest, when it because clear that some ideas needed to change to accomplish what Doug was trying to accomplish.

My first experience with the supplement was that I hit that first crunch paragraph telling me to refer to a table in the back of the book. I read the book a couple of times – both in total and in pieces.

But the first chapter especially could also have used a “roadmap” — an overview of how the material was going to be presented and how the mechanics were going to be introduced.


This can be a big deal when fighting a foe in heavy armor, tecjnical kind who thinks he can All-Out Attack with impunity. First, it introduces some granularity. I found it intimidating at first, …. A weak man might have to attack several times in order to accumulate an impressive control point total, but having done so, he can do nasty things to a stronger man by spending those points profligately.

Once you grapple someone, you can basically do two things: If you can imagine a grappling situation, you can probably model it with these rules, step-by-step. The time now is While you can sometimes just grab, toss, and submit, without cinematic abilities you really do need to take some time. You need to know or look up your single-limbed grappling ST score. To call what we did a “fight” overstates it a bit. You can use it for other things, too, as the name that the author has chosen for this special type of damage makes clear: Chapter 3 is the cool stuff, ghrps.

Technical Martia Thanks for the detailed review! Find More Posts by Gef. Good, solid, and very much maetial real grappling, but not dead simple.

There are a little nuances to it, though, which means it’s not quite so straightforward.

In short, high skill gives you a bonus, much as Karate skill gives a bonus to punching damage. Find More Posts by DouglasCole.

I couldn’t follow the playtest too closely, so much as lurk on it and pay attention when Doug needed a specific answer on things from the authors of GURPS Martial Arts. Achieve leverage by jockeying for not only posture, but also facing and orientation. Along the way, it makes rules for grappling more consistent with those of combat in general.

Control and entangle technlcal foes with a surprising variety of melee weapons. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.

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