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'''Anakin''': What? Aren't there rules for grappling in this game? [[RandomNumberGod Why are you all covering your dice]]?
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'''Anakin''': What? Aren't there rules for grappling in this game? [[RandomNumberGod Why are you all covering your dice]]?dice?
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* Most '''Tabletopgame/BattleTech'' players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY of its [[Videogame/MechWarrior videogame]] adaptations.
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* Most '''Tabletopgame/BattleTech'' players are largely unaware the game even has grapple rules. As yet they The rules themselves are actually quite simple and generally intuitive, taking up a mere half page of text, but are restricted to the only section advanced ''Tactical Operations'' tech level 3 rules. They are one of the core few rules not to be included in ANY of its [[Videogame/MechWarrior videogame]] adaptations.
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* Most '''Tabletopgame/Battletech'' players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY of its [[Videogame/MechWarrior videogame]] adaptation
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* Most '''Tabletopgame/Battletech'' '''Tabletopgame/BattleTech'' players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY of its [[Videogame/MechWarrior videogame]] adaptationadaptations.
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* Most Battletech players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY computerization of the game.
** Same with the ''Mechwarrior'' RPG. The rule books give about one page to trying to present grappling rules using adapted wargame mechanics, then appear to give up and point out that simply attacking someone with a weapon is much easier and more effective.
** Same with the ''Mechwarrior'' RPG. The rule books give about one page to trying to present grappling rules using adapted wargame mechanics, then appear to give up and point out that simply attacking someone with a weapon is much easier and more effective.
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* Most Battletech '''Tabletopgame/Battletech'' players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY computerization of the game.
its [[Videogame/MechWarrior videogame]] adaptation
** Same with the ''Mechwarrior'' RPG. The rule books give about one page to trying to present grappling rules using adapted wargame mechanics, thenappear appears to give up and point out that [[WhyDontYouJustShootHim simply attacking someone with a weapon is much easier and more effective.
effective.]]
** Same with the ''Mechwarrior'' RPG. The rule books give about one page to trying to present grappling rules using adapted wargame mechanics, then
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** They're a bit better executed in the "Burn Legend" Shard, which is only very loosely tied to the Exalted system. Grapples are just one class of move, which usually defeat Defensive techniques and are in turn usually defeated by Strikes and/or Rushes (depending on the move in question), and they're no more intrinsically powerful than any of the moves that counter them. Their only real advantage lies in going after people trying to use a defensive recovery move.
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* ''Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999 ("I can't train squirrel mobs to abuse the grapple rules."). This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', 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. Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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).
to:
* ''Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999 ("I can't train squirrel mobs to abuse the grapple rules."). This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', ''TabletopGame/AdvancedDungeonsAndDragons'', 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. Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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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biting teeth
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** Dwarves have been seen biting off the ''teeth'' of other creatures.
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* Both ''TabletopGame/OldWorldOfDarkness'' and [[TabletopGame/NewWorldOfDarkness the new]]
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* Both ''TabletopGame/OldWorldOfDarkness'' and [[TabletopGame/NewWorldOfDarkness the new]]new.]] You might think a system in which vampires grappling helpless victims on a daily basis would have a simple means of determining success...
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** Same with the ''Mechwarrior'' RPG. The rule books give about one page to trying to present grappling rules using adapted wargame mechanics, then appear to give up and point out that simply attacking someone with a weapon is much easier and more effective.
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* Mentioned in ''Webcomic/TheOrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" (It was a long kiss.)
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* Mentioned in ''Webcomic/TheOrderOfTheStick'', when Nate Nale accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" (It was a long kiss.)
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* Mentioned in ''Webcomic/OrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" (It was a long kiss.)
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* Mentioned in ''Webcomic/OrderOfTheStick'', ''Webcomic/TheOrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" (It was a long kiss.)
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* Mentioned in ''Webcomic/OrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" [[DontExplainTheJoke It was a long kiss.]]
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* Mentioned in ''Webcomic/OrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" [[DontExplainTheJoke It (It was a long kiss.]]
)
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* Mentioned in ''Webcomic/OrderOfTheStick'', when Nate accuses Sabine of "playtesting the grappling rules with [Elan's] tongue!" [[DontExplainTheJoke It was a long kiss.]]
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TruthInTelevision because grappling-based martial arts tend to be harder to learn than striking-based martial arts.
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TruthInTelevision because grappling-based martial arts tend to be harder to learn than striking-based martial arts.
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** Overbearing an enemy in 1st and 2nd edition was simply a horrifying, game-breaking rule. Players and [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. ''Player's Option'' (the late 2nd edition books) made it worse.
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* A classic ''ComicStrip/KnightsOfTheDinnerTable'' strip concerns the knights (well really Brian), abusing Hackmasters "overbearing" (historically the absolutely most confusing and loopholed part of ''AD&D'''s unarmed combat rules) to take the Adventure OffTheRails. Mere mention of the term "Begger Mobs" can crack fans up.
** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.
** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.
to:
* A classic ''ComicStrip/KnightsOfTheDinnerTable'' strip concerns the knights (well really Brian), abusing Hackmasters "overbearing" (historically the absolutely most confusing and loopholed part of ''AD&D'''s unarmed combat rules) to take the Adventure OffTheRails. Mere mention of the term "Begger "Beggar Mobs" can crack fans up.
** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.up.
** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.
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added GURPS Technical Grappling, which is almost a meme of its own
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** ...Aaaand, since half of the fanbase seems to want more detail and realism, a new supplement, called Technical Grappling, is on the way.
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A grappled foe can indeed grapple you back in GURPS. Grapples are unidiretional.
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** Fourth Edition isn't so bad; grappling is taken as an attempt to impede your foe's movement, so it gives a penalty to his dexterity with the relevant body part, disables some of his maneuvers, and grants you options for takedowns, pinning, and dragging. Other things you can do in a grapple, like trying to disarm an opponent, are handled using the same rules as outside of a grapple. If your foe wants to counter-grapple, he'll have to break free first.
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** Fourth Edition isn't so bad; grappling is taken as an attempt to impede your foe's movement, so it gives a penalty to his dexterity with the relevant body part, disables some of his maneuvers, and grants you options for takedowns, pinning, and dragging. Other things you can do in a grapple, like trying to disarm an opponent, are handled using the same rules as outside of a grapple. If your The foe wants to counter-grapple, he'll can also counter-grapple you, since grapples are uni-directional, and so you can have to break free first.states where one combatant has a grapple on the other, or both are grappling each other in the stereotypical "clinch".
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* ''Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999. This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', 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. Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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).
-->I can't train squirrel mobs to abuse the grapple rules.
-->I can't train squirrel mobs to abuse the grapple rules.
to:
* ''Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999.#999 ("I can't train squirrel mobs to abuse the grapple rules."). This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', 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. Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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).
-->I can't train squirrel mobs to abuse the grapple rules.option).
-->I can't train squirrel mobs to abuse the grapple rules.
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Example Indentation; namespace
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* ''ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999:
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* ''ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999:''Blog/ThingsMrWelchIsNoLongerAllowedToDoInAnRPG'' #999. This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', 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. Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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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** This is primarily a reference to 3rd ed. ''AdvancedDungeonsAndDragons'', 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.
** Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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).
** Granted, the latter doesn't help on a grapple check if their modifier is too low to win even then, 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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* UnderestimatingBadassery: In 2000 an animal rights activist threatened and then physically assaulted Ted Nugent. Nugent easily subdued the guy and held him in an armlock until police arrived.
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* UnderestimatingABadass: In 2000 an animal rights activist threatened and then physically assaulted Ted Nugent. Nugent easily subdued the guy and held him in an armlock until police arrived.
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* UnderestimatingABadass: UnderestimatingBadassery: In 2000 an animal rights activist threatened and then physically assaulted Ted Nugent. Nugent easily subdued the guy and held him in an armlock until police arrived.
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* UnderestimatingABadass: In 2000 an animal rights activist threatened and then physically assaulted Ted Nugent. Nugent easily subdued the guy and held him in an armlock until police arrived.
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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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* 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 your bare hands.
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* Most Battletech players are largely unaware the game even has grapple rules. As yet they are the only section of the core rules not to be included in ANY computerization of the game.
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** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and GMs who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.
to:
** Overbearing an enemy in earlier editions was simply a horrifying, game-breaking rule. Players and GMs [=GMs=] who used it made the others at the table cry or shudder in disbelief, though often only after a twenty minute review of the rules. It was perfectly possible for a 20th level fighter (read: a legendary warrior whose skills were at the peak the core rule books' range) to be pulled down and pounded into paste by a gang of basic ogres who should, by all rights, be running for their lives. In "normal" combat, the ogres were more suitable for characters for 2nd-5th level, depending on how your particular GM chose to balance his campaigns. Likewise, having a high level human fighter tackle and pin a frost giant - without any Strength boosting equipment - wasn't that hard. Munchkin's Option, er...Player's Option books made it worse in 2nd.
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# One participant has the advantage, which changes their respective power levels and options.
# You have to have rules for attempting to break the grapple.
# You have to figure out how disabled the participants are, if somebody tries to attack one of them.
# You have to have rules for attempting to break the grapple.
# You have to figure out how disabled the participants are, if somebody tries to attack one of them.
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# One participant has will often have the advantage, which changes their the respective power levels and options.
options of the grapplers.
# You have to have rules for attempting tobreak escape the grapple.
# You have to figure out how disabled the participants are, if somebody outside the grapple tries to attack one of them.
# You have to have rules for attempting to
# You have to figure out how disabled the participants are, if somebody outside the grapple tries to attack one of them.
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# (optional) As if that weren't enough, you can theoretically still engage in a limited form of standard melee combat while grappling.
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# (optional) As if that weren't enough, you can theoretically potentially still engage in a limited form of standard melee combat while grappling.
grappling, possibly even against people you are not grappling with.
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Contrast to regular combat, where the only relevant things are "Did I hit?" and "How much damage did I do?"[[note]]Maybe, if you're really fancy, [[SubsystemDamage "Where did I hit?"]] or [[DamageTyping "What kind of damage did I do?"]][[/note]], and you'll begin to understand why grappling is considered such a frightening topic. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards [[MisaimedRealism greater "realism" for reasons rarely justified]].
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Contrast to regular combat, where the only relevant things are rules can reduce the chaos of battle to the reasonably simple "Did I hit?" and "How much damage did I do?"[[note]]Maybe, if you're really fancy, [[SubsystemDamage "Where did I hit?"]] or [[DamageTyping "What kind of damage did I do?"]][[/note]], and you'll begin to understand why grappling is considered such a frightening topic. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards [[MisaimedRealism greater "realism" for reasons rarely justified]].
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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, [[SubsystemDamage "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. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards [[MisaimedRealism greater "realism" for reasons rarely justified]].
to:
Contrast to regular combat, where the only relevant things are "Did I hit?" and "How much damage did I do?"[[hottip:*:Maybe, do?"[[note]]Maybe, if you're really fancy, [[SubsystemDamage "Where did I hit?"]] or [[DamageTyping "What kind of damage did I do?"]], do?"]][[/note]], and you'll begin to understand why grappling is considered such a frightening topic. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards [[MisaimedRealism greater "realism" for reasons rarely justified]].
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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. 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.
to:
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, [[SubsystemDamage "Where did I hit?" hit?"]] or [[DamageTyping "What kind of damage did I do?"]], and you'll begin to understand why grappling is considered such a frightening topic. While all of the factors mentioned above are relevant to standard weapons combat too, grappling systems have had a historical tendency towards [[MisaimedRealism greater "realism" for reasons rarely justified.
justified]].
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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. While standing you also can't grab with anything but your arms (legs only become usable when you lay down) and [[NowThatsUsingYourTeeth mouth]] after a successful bite attack (as opposed to previous version where all of the six sections or your mouth could grasp different limbs).
to:
** 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. While standing you also can't grab with anything but your arms (legs only become usable when you lay down) and [[NowThatsUsingYourTeeth [[ManBitesMan mouth]] after a successful bite attack (as opposed to previous version where all of the six sections or your mouth could grasp different limbs).