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* Burning Wheel grappling is extremely complex, though the difference between it and the rest of its combat system isn't as great as many systems due to overall complexity.
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* ''{{Exalted}}'' too.

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* ''{{Exalted}}'' too.has relatively simple grappling rules -- they're about one paragraph and use the same rolls as everything else in combat -- but their ''balance'' is problematic, since they basically leave you defenseless and trivially vulnerable to being one-hit killed by anyone not in the grapple, functionally making even a simple grab into an instant touch of death.
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*** If you ''do'' understand the grappling rules, you get the [[GoodBadBugs grapple ball of speed]] [[http://www.giantitp.com/forums/archive/index.php?t-117648.html (explained in detail about 2/3 of the way down here)]], where the player characters can take turns pulling each other by intentionally failing their checks.

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*** If you ''do'' understand the grappling rules, you get the [[GoodBadBugs grapple ball of speed]] [[http://www.giantitp.com/forums/archive/index.php?t-117648.html com/forums/showpost.php?p=6456612 (explained in detail about 2/3 of the way down here)]], where the player characters can take turns pulling each other by intentionally failing their checks.

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Contrast to regular combat, where the only relevant things are "Did I hit?" and "How much damage did I do?"[[hottip:*:Maybe, if you're really fancy, "Where did I hit?" or "[[DamageTyping What kind of damage did I do]]?"]], and you'll begin to understand why grappling is considered such a frightening topic.

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Contrast to regular combat, where the only relevant things are "Did I hit?" and "How much damage did I do?"[[hottip:*:Maybe, if you're really fancy, "Where did I hit?" or "[[DamageTyping What kind of damage did I do]]?"]], and you'll begin to understand why grappling is considered such a frightening topic.
topic. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards greater "realism" for reasons rarely justified.



* ''{{Exalted}}'' too.



* ''{{Exalted}}'' too.



** Third Edition has changed the grappling system to reduce the ludicrous levels of Grapple bonus and to make it easier for dextrous characters to avoid or break out of grapples.

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** Third Edition has changed the grappling system to reduce the ludicrous levels of Grapple bonus and to make it easier for dextrous dexterous characters to avoid or break out of grapples.



** Applied to any RPG by Palladium. It's not that the rules were particularly complex or anything, but Palladium's rulebooks were so insanely organised that you would have to look in at least five places to find the rules covering anything. To crown it all, Palladium rulebooks usually didn't have indexes.

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** Applied to any RPG by Palladium. It's not that the rules were particularly complex or anything, but Palladium's rulebooks were so insanely organised organized that you would have to look in at least five places to find the rules covering anything. To crown it all, Palladium rulebooks usually didn't have indexes.
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* At least until the third edition of TheDarkEye, grappling (save for one very specific fighting style) did only do damage to stamina and not to HP, meaning you could not kill anyone with their bare hands.
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* ''DwarfFortress'', in this as in so many other things, is so beautifully detailed as to be nearly worthless. You can grab any visible body part of the opponent with any of your grasping limbs. Theoretically you can snap bones and break necks if you perform the proper sequence of operations, but mostly you'll end up awkwardly grasping and releasing the enemy's elbow several times.

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* ''DwarfFortress'', in this as in so many other things, is so beautifully detailed as to be nearly worthless. You can grab any visible body part of the opponent with any of your grasping limbs. Theoretically you can snap bones and break necks if you perform the proper sequence of operations, but mostly you'll end up awkwardly grasping and releasing the enemy's elbow several times. Also, the only combat advantage grabs themselves give, not matter what you grab is the enemy being unable to dodge.
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** It's gotten a huge step up in comprehensibility with version .31.17, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part and limb used on separate menus.

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** It's gotten a huge step up in comprehensibility with version .31.17, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part and limb used on separate menus. You also can't grab with anything but your arms and [[NowThatsUsingYourTeeth mouth]].

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*** In the 40d Fortress mode, having skill wrestlers was terrifyingly effective... they'd wade in against squads of enemies and soon there would be [[LudicrousJibs limbs ripped off and bodies flying frankly improbable distances]]. Been [[{{Nerf}} toned down a bit]] in the newer version of the game, mind you, and trying to wrestle a guy with an axe doesn't often end well.

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*** In the 40d Fortress mode, having skill wrestlers was terrifyingly effective... they'd wade in against squads of enemies and soon there would be [[LudicrousJibs [[LudicrousGibs limbs ripped off and bodies flying frankly improbable distances]]. Been [[{{Nerf}} toned down a bit]] in the newer version of the game, mind you, and trying to wrestle a guy with an axe doesn't often end well.

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*** In the 40d Fortress mode, having skill wrestlers was terrifyingly effective... they'd wade in against squads of enemies and soon there would be [[LudicrousJibs limbs ripped off and bodies flying frankly improbable distances]]. Been [[{{Nerf}} toned down a bit]] in the newer version of the game, mind you, and trying to wrestle a guy with an axe doesn't often end well.

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* Sort of averted in the ''HeroSystem'', in that the grappling rules aren't significantly more complicated than the rest of the combat system. Note, however, that Hero System is notorious for its {{Doorstopper}} rulebook.
* ProfessionalWrestling games try to find some way of adapting, for the obvious reason. Most settle for defining particular manoeuvres (suplex, powerbomb, et cetera) as attacks. Depending on the game, moving a wrestler to another part of the arena could be a special action, a result of prior moves, or just a special effect that can be added on.

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** New [=WoD=] has a comparatively simple grappling system- and one that integrates well into the core rules. First, roll Strength plus Brawl minus Opponent's Defense to engage. Succeed, and you're grappling. The Grappling dice pool is Strength plus Brawl minus Opponent's Strength. If you get any successes, you can do stuff like hold your opponent down, damage them, or break free. If you don't, you can't. Damage is determined by the number of successes you have; any other actions forego damage. Breaking a hold requires you to beat their success pool, over and above getting a simple success. If you have a weapon, its dice add to your pool. Size doesn't come into it. Multiple opponents just add 1 to the effective Opponent's Strength pool for each extra combatant. Sure, it's more complex than simple combat, but it fits into one paragraph.



* Sort of averted in the ''HeroSystem'', in that the grappling rules aren't significantly more complicated than the rest of the combat system. Note, however, that Hero System is notorious for its {{Doorstopper}} rulebook.
* Completely averted in Evil Hat's TheDresdenFiles RPG. The system uses a simple "block" mechanic where you use an action to set a difficulty target that the opponent must overcome to do something you don't want them to. This simple mechanic works for protecting an ally with a magic shield, for laying down suppressive fire, for distracting a cop from noticing your friend sneaking away by fast-talking him, etc. Grappling is just a special case of making a Might-based block with the added option of being able to move the victim or do a little free damage to them for a -1 penalty to the Might check.
* ProfessionalWrestling games try to find some way of adapting, for the obvious reason. Most settle for defining particular manoeuvres (suplex, powerbomb, et cetera) as attacks. Depending on the game, moving a wrestler to another part of the arena could be a special action, a result of prior moves, or just a special effect that can be added on.


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* Sort of averted in the ''HeroSystem'', in that the grappling rules aren't significantly more complicated than the rest of the combat system. Note, however, that Hero System is notorious for its {{Doorstopper}} rulebook.
* Completely averted in Evil Hat's TheDresdenFiles RPG. The system uses a simple "block" mechanic where you use an action to set a difficulty target that the opponent must overcome to do something you don't want them to. This simple mechanic works for protecting an ally with a magic shield, for laying down suppressive fire, for distracting a cop from noticing your friend sneaking away by fast-talking him, etc. Grappling is just a special case of making a Might-based block with the added option of being able to move the victim or do a little free damage to them for a -1 penalty to the Might check.
* ProfessionalWrestling games try to find some way of adapting, for the obvious reason. Most settle for defining particular manoeuvres (suplex, powerbomb, et cetera) as attacks. Depending on the game, moving a wrestler to another part of the arena could be a special action, a result of prior moves, or just a special effect that can be added on.

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'''Anakin''': What? Aren't there rules for grappling in this game? [[RandomNumberGod Why is everyone covering their dice]]?

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'''Anakin''': What? Aren't there rules for grappling in this game? [[RandomNumberGod Why is everyone are you all covering their your dice]]?
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*** If you ''do'' understand the grappling rules, you get the [[GoodBadBugs grapple ball of speed]], where the player characters can take turns pulling each other by intentionally failing their checks.

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*** If you ''do'' understand the grappling rules, you get the [[GoodBadBugs grapple ball of speed]], speed]] [[http://www.giantitp.com/forums/archive/index.php?t-117648.html (explained in detail about 2/3 of the way down here)]], where the player characters can take turns pulling each other by intentionally failing their checks.
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** Has gotten a huge step in comprehensibility in version .31.17, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part and limb used on separate menus.

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** Has It's gotten a huge step up in comprehensibility in with version .31.17, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part and limb used on separate menus.

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*** Or have six different teeth grabbing six different body-parts.



** Wrestling seems to be getting a huge step in comprehensibility in the next update, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part then choose an action to take in a separated menu.

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** Wrestling seems to be getting Has gotten a huge step in comprehensibility in the next update, version .31.17, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part then choose an action to take in a separated menu.and limb used on separate menus.

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** And you can too, [[DifficultButAwesome if you can find out the (admittedly insane) way to break bones, etc. every time.]]

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** And you can too, [[DifficultButAwesome if you can find out the (admittedly insane) way ways to break bones, etc. every time.]]


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** Wrestling seems to be getting a huge step in comprehensibility in the next update, as instead of selecting from a single list containing ''every'' move possible, wrestling and the newly implemented aimed attacks let you select a target body part then choose an action to take in a separated menu.
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*** Which is why the true {{Munchkin}} trains the squirrels to use the Aid Another action. Those that make a successful attack against a flat AC of 10 (probably about three out of four squirrels) each grant a stacking +2 bonus on the character's grapple check (or attack roll or armor class, at the squirrel's option).
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Gah. I didn't mean to submit that yet. I wasn't finished proofreading.


* Completely averted in Evil Hat's TheDresdenFiles RPG. The system uses a simple "block" mechanic where you use up an action to set a difficulty target that the opponent must overcome to do something you wish to prevent. The same simple block mechanic works for protecting an ally with a magic shield, laying down suppressive fire, or distracting a cop from noticing your friend sneaking away by fast-talking him. Grappling is just a special case of using Might as a block with the added bonus of being able to move the victim or do a little free damage to them for -1 penalty to the Might check.

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* Completely averted in Evil Hat's TheDresdenFiles RPG. The system uses a simple "block" mechanic where you use up an action to set a difficulty target that the opponent must overcome to do something you wish to prevent. The same don't want them to. This simple block mechanic works for protecting an ally with a magic shield, for laying down suppressive fire, or for distracting a cop from noticing your friend sneaking away by fast-talking him. him, etc. Grappling is just a special case of using Might as making a Might-based block with the added bonus option of being able to move the victim or do a little free damage to them for a -1 penalty to the Might check.
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* Completely averted in Evil Hat's TheDresdenFiles RPG. The system uses a simple "block" mechanic where you use up an action to set a difficulty target that the opponent must overcome to do something you wish to prevent. The same simple block mechanic works for protecting an ally with a magic shield, laying down suppressive fire, or distracting a cop from noticing your friend sneaking away by fast-talking him. Grappling is just a special case of using Might as a block with the added bonus of being able to move the victim or do a little free damage to them for -1 penalty to the Might check.
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That link went nowhere; I found a new one.


** 3rd Edition fell prey to this in an interesting way. [[http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Grapple Flowcharts]] are required to figure out what's going on in {{Pathfinder}}, and that's an incredibly cleaned up version of 3rd Edition's grappling rules. The original mechanics for grappling were ''worse''.

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** 3rd Edition fell prey to this in an interesting way. [[http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Grapple com/gamemastering/combat#TOC-Grapple Flowcharts]] are required to figure out what's going on in {{Pathfinder}}, and that's an incredibly cleaned up version of 3rd Edition's grappling rules. The original mechanics for grappling were ''worse''.
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** And you can too, if you can find out the (admittedly insane) way to break bones, etc. every time.

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** And you can too, [[DifficultButAwesome if you can find out the (admittedly insane) way to break bones, etc. every time.]]
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ain't got nothing to do with fat


** In the latest edition, performing a "pinch" as a coup-de-gras on an unconscious opponent ''[[OffWithHisHead causes their head to pop off and fly several meters]]''.

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** In the latest edition, performing a "pinch" as a coup-de-gras coup de grâce on an unconscious opponent ''[[OffWithHisHead causes their head to pop off and fly several meters]]''.
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If you're wondering why so few VideoGames have anything to do with grappling (besides pure [[FightingGame FightingGames]]), well, now you know.

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If you're wondering why so few VideoGames have anything to do with grappling (besides pure [[FightingGame FightingGames]]), {{Fighting Game}}s), well, now you know.
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** That said, NPC wresters can [[GameBreaker wrestle anything to death]].

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** That said, NPC wresters can [[GameBreaker wrestle anything to death]].death.



** In the latest edition, performing a NervePinch as a coup-de-gras on an unconscious opponent ''[[BloodyHilarious causes their head to pop off and fly several meters]]''.

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** In the latest edition, performing a NervePinch "pinch" as a coup-de-gras on an unconscious opponent ''[[BloodyHilarious ''[[OffWithHisHead causes their head to pop off and fly several meters]]''.



<<|TabletopGames|>>

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<<|TabletopGames|>>
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Dn D to AD&D, so no red link


** This is primarily a reference to 3rd ed. DnD, which allowed dozens of tiny creatures to gang up on large ones, each one gaining a significant bonus for every other combatant. Or at least, allowing sixteen grapple rolls, one of which will inevitably be a CriticalHit.

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** This is primarily a reference to 3rd ed. DnD, AD&D, which allowed dozens of tiny creatures to gang up on large ones, each one gaining a significant bonus for every other combatant. Or at least, allowing sixteen grapple rolls, one of which will inevitably be a CriticalHit.

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Applies to any palladium RPG


* ''{{Rifts}}'' has about as straightforward, non functioning grappling rules as every other game.

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* ''{{Rifts}}'' has about as straightforward, non functioning grappling rules as every other game. game.
**Applied to any RPG by Palladium. It's not that the rules were particularly complex or anything, but Palladium's rulebooks were so insanely organised that you would have to look in at least five places to find the rules covering anything. To crown it all, Palladium rulebooks usually didn't have indexes.


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* ProfessionalWrestling games try to find some way of adapting, for the obvious reason. Most settle for defining particular manoeuvres (suplex, powerbomb, et cetera) as attacks. Depending on the game, moving a wrestler to another part of the arena could be a special action, a result of prior moves, or just a special effect that can be added on.
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Added DiffLines:

** In the latest edition, performing a NervePinch as a coup-de-gras on an unconscious opponent ''[[BloodyHilarious causes their head to pop off and fly several meters]]''.
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** Note that "any of your grappling limbs" means you can technically break someone's elbow using only your Right Thigh.

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* ''MutantsAndMasterminds'' uses a mildly tweaked version of the d20 grappling system with all of the attendant problems and difficulties. But the combination of a PointBuildSystem and SuperStrength (or {{Telekinesis}}) means that a grapple-oriented character with the right feats can easily break the system if the GM allows them to.

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* ''MutantsAndMasterminds'' uses a mildly tweaked version of the d20 grappling system with all of the attendant problems and difficulties. But the combination of a PointBuildSystem and SuperStrength (or {{Telekinesis}}) means that a grapple-oriented character with the right feats can easily break the system if the GM allows them to. To give you an idea of the potentials of abuse, one of the starting archetypes has a grapple check bonus of +27.
** Third Edition has changed the grappling system to reduce the ludicrous levels of Grapple bonus and to make it easier for dextrous characters to avoid or break out of grapples.

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