Tuesday, 25 May 2021

Arena: Fantastic Dungeon Grappling

Arena: Fantastic Dungeon Grappling

Let's run a quick test combat to try out the Fantastic Dungeon Grappling rules.

Here are our contestants

------Sherman
ST 11 HP 11    Basic Speed 5.5
DX 12 Will 10  Basic Move 5
IQ 10 Per 10   Dodge 8
HT 10 FP 10    DR -

Judo DX+2 (14)
Control Maximum 11

------Strabo
ST 14 HP 14    Basic Speed 5
DX 10 Will 10  Basic Move 5
IQ 10 Per 10   Dodge 8
HT 10 FP 10    DR -

Sumo Wrestling DX+2 (12)
Control Maximum 14+2

The fight is in a tunnel 3 yards wide, with the combatants starting in the center, 5 yards apart.

Second 1

Sherman: Moves two yards closer.

Strabo: Takes a step forward and does an All-Out Defense (Parry).

Second 2

Sherman: Moves two yards closer, moving into close combat with Strabo.

Strabo: Grapples Sherman's torso. He rolls against 12 (grappling with two hands does not give a bonus to hit in FDG) and gets a 4. This is a critical hit, so Sherman cannot defend. Strabo rolls 1d+1 and applies 3 CP to Sherman. Sherman is at -2 to DX now due to the accumulated CP.

Second 3

Sherman: Does a Counter-Grapple. Rolls against Judo 14-2. Gets a 7. Strabo elects to dodge, rolling against 8. Rolls 15, failing to dodge. Sherman rolls 1d-1 and gets a 1. Thus, he removes 1 CP from himself, and still has 2 left.

Strabo: Grapples the torso with both hands again, rolling against 12. Gets a 10. -2 to DX is not enough to impose a Dodge penalty, so Sherman decides to dodge. He rolls against 8 and gets a 7, succeeding.

Second 4

Sherman: Tries to grapple Strabo's left arm with both hands. He rolls against Judo 11 (14 - 2 due to CP - 1 hit location) and gets a 9. Strabo rolls against Dodge 8, but gets a 9. Sherman rolls 1d-1 and gets a 5, applying 5 CP. That imposes a -2 to DX due to CP and an additional -4 to use the left arm, because it is being held with two hands.

Strabo: Attempts to perform Frog March to move the opponent to the wall. Rolls against 14 (ST 16 (ST-based Sumo Wrestling) - 2 penalty due to CP). Gets a 18 - that's a critical failure. This is a Quick Contest, so Sherman still has to roll. He rolls against ST-based Judo (13) - 2 due to CP and gets a 8, easily resisting the Frog March.

Second 5

Sherman: Releases one hand from the grapple (if he fails, he will automatically lose 2 CP) and grabs the right arm with it. He rolls against 11 (Judo 14 - 2 from CP - 2 hit location). Note that there are no hit location penalties to develop an already-established grapple, but this does change hit locations, so this is a new grapple. He gets a 9. Strabo rolls against Dodge 7 and gets 11, failing. Sherman rolls 1d-3 (-2 penalty for one-handed grapple) and gets a -2, imposing no CP, but still grabbing the arm.

Strabo: Performs a Takedown, using the 2 CP he has accumulated on his opponent to get a +2 bonus. He rolls against 16, which is ST+2, and gets a 9. Sherman also spends 2 CP to get a bonus to resist, and rolls against 16, which is Judo+2. He gets 13, losing the Quick Contest. Strabo decides to put his opponent face-down. He loses his grip, because he spent all his CP, but Sherman is still holding onto his arm.

Second 6

Sherman: Relinquishes grapple and changes posture to kneeling.

Strabo: Grabs the right arm with both hands, rolling against 11 (Sumo 12 - 1 hit location). Gets a 14, missing.

Second 7

Sherman: Stands up.

Strabo: Grapples the torso, rolling against Sumo-12. Gets a 12. Sherman rolls against Dodge 8, and gets an 8.

Second 8

Sherman: Grabs the right arm with both hands, rolling against Judo-13. Rolls a 11. Strabo rolls against Dodge 8 and gets 16. Sherman rolls 1d-1, imposing 4 CP on the foe.

Strabo: With his free hand grabs Sherman's right arm, rolling against 9 (Sumo 12 - 2 from CP - 1 hit location), and gets a 5. Sherman rolls against Dodge 8 and gets 12. Strabo imposes 1d-1 CP (-2 penalty for one-handed grapple) and rolls 5.

Second 9

Sherman: Does a countergrapple. He does not have to release his hands to do so. He rolls against 12, and gets 10. Strabo rolls against Dodge 7 and gets 8. Sherman removes 1d-1 CP (2 CP). Now, there's 3 CP on Sherman, and 4 CP on Strabo.

Strabo: Performs Kiss the Wall against the floor. Rolls against ST 16 and gets 16. That's bad. Sherman spends 2 CP out of 4 to get a bonus, then rolls against Judo-16, getting a 10. He resists the attempt successfully.

Second 10

Sherman: Develops the grapple further, rolling against Judo-12 (14 - 2 from CP), and gets a 7. Strabo rolls against Dodge 7, and gets a 10. Sherman rolls 1d-1 and imposes 2 more CP, increasing the total to 4 CP.

Strabo: Grapples harder, rolling against Sumo-10 (12 - 2 from CP). Gets a 10. Sherman dodges against 8 and rolls 14. Strabo imposes 1d-1 CP (rolls 4), bringing the total to 7 CP. That's a -4 penalty to DX!

Second 11

Sherman: Attempts to increase CP again, rolling against Judo-10 (14 - 4 from CP), rolls 11.

Strabo: Does Kiss the Wall again, spending 4 CP for a +4 bonus and 3 CP for +1d damage. He rolls against 18 (he still has -2 from CP) and gets an 8. Sherman spends his 4 CP to get a bonus, then rolls against Judo-18 (14 + 4), rolling a 9. That's not enough to resist, so Strabo slams him against the floor, dealing the opponent's thrust-2 (1d-3) + 1d from CP + 2 (doubled per die bonus for Sumo Wrestling at DX+2). Strabo rolls 2d-1 and deals 6 crushing damage, leaving the opponent face-down. It was decided to stop the fight at that, because both the combatants familiarized themselves with the rules.


4 comments:

  1. Excellent post. FDG gives more granularity to a grappling fight.

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  2. Cool. A few notes, if I might:

    1) I THINK there's no such thing as a critical failure on a Quick Contest, not that it mattered in this case.

    2) I would say "grappled the torso, now grapple the torso MORE" is "develop an already-established grapple." Letting go and transferring the grapple to the arm should be -1 for location, because it's a new grip. At ONLY -1, though, "who cares?" might be the best answer here.

    3) I actually like the ruling that if an attack fails during a grip switch, you lose the CP, but otherwise you keep them. A bit of incentive for working multi-location grapples.

    Really good interplay here of attack, defend, counter-grapple. All with combatants that aren't super-high point values.

    The fight took eleven seconds to resolve...which is an eternity in GURPS lethal combat and nearly instantaneous by the standards of real-world grappling matches. Granted, the fight wasn't OVER, though 6 crushing damage doth suck.

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    Replies
    1. In my mind that Kiss the Wall was a head impact, although I know it wasn't, but it was so much cool that way. Something akin to this scene -> "youtu .be / m6Q7KnXpNOg?t= 112" from The Raid - Redemption. Sorry, I got carried away.

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    2. Thanks!
      1) That's why the other contestant still had to roll, not winning automatically.
      2) Thanks for correcting this, as this wasn't very clear to us in the book. Fortunately, it did not affect the outcome.
      3) This wasn't clear as well, but I'm glad that we did good.
      Honestly, I haven't had any problems with the default grappling system, but I can definitely see the appeal of FDG. I like how it adds granularity.

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