Tuesday, 7 September 2021

Arena: Technical Grappling Test

Arena: Technical Grappling Test

I love grappling in GURPS. I'm mostly content with the default grappling system, but while I have tried out FDG before, I have never actually seen Technical Grappling in action. The book and system itself seem confusing and complex, but let's see how it works in play.

Wrestler (North Start)
ST 13     HP 16       Basic Speed 5.25
DX 10    Will 10     Basic Move 5
IQ 10      Per 10      Dodge 8
HT 11     FP 11       Parry 10 (-3 against weapons)

Punch (10): thrust 1d-1 crushing, Reach C.
Kick (8): thrust 1d crushing, Reach C-1.
Trained ST 18

Traits: Fit; Ground Guard; Hard to Subdue 2; Lifting ST 2; Power Grappling.
Skills: Acrobatics-9; Climbing-10; Jumping-11; Wrestling-14.
Techniques: Drop Kick-14; Elbow Drop-14; Ground Fighting-14; Sacrifice Throw-14.

Swordsman (South Start)
ST 11 HP 11      Basic Speed 6
DX 12 Will 10   Basic Move 6
IQ 10 Per 10      Dodge 10
HT 10 FP 10      Parry 11

Hook Sword swing (14): swing1d+2 crushing, Reach 1.
Hook Sword thrust (14): thrust 1d crushing, Reach 1.
Hook Sword hook (12): thrust 1d-3 cutting, Reach 1. Hook enables the rules under Hook (p. MA74), and may also damage the victim. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon.
Hook Sword hilt punch (12): thrust 1d-2 cutting, Reach C.
Trained ST 11

Traits: Combat Reflexes.
Skills: Brawling-12; Broadsword-14; Wrestling-12.
Techniques: Hook (Broadsword)-12.

As you can see, we only have one grappling skill - Wrestling. However, to spice things up, we also included a hook sword. Our Trained ST values are very different. But the swordsman has a weapon!

Second 1

Swordsman
Moves forward and to the right, positioning himself between the pillars.

Wrestler
As per a long-standing tradition, the fight starts with a Drop Kick. He moves 3 yards and rolls against 14, rolling a 9. Feeling bold, the swordsman does a normal Dodge, rolling against 10. He rolls an 11, quickly realizing his mistake. Slam damage is calculated, and as a result, the swordsman takes 8 damage, while the wreslter takes 1 damage. The swordsman is automatically knocked prone, and the wreslter lands supine. This is also a major wound for the swordsman, so he rolls against HT 10, rolling a 10.

Second 2

Swordsman
Changes posture from prone to kneeling.

Wrestler
Changes posture from supine to kneeling.

Second 3

Swordsman
Stands up and takes a step behind the pillar.

Wrestler
Stands up and takes a step behind the pillar.

Second 4

Swordsman
Spends 1 FP to make a Giant Step, then uses the Hook technique to hook the wrestler's left arm. Hooking uses the striking hit location penalties, so the roll is against 10. Rolls an 8. The wrestler tries to parry, but rolls a 17. The hook sword is a rigid melee weapon with a hook. Thus, it gets a +2 per die bonus from being rigid and a +2 bonus from being hooked to the CP roll. Trained ST 11 gives a thrust damage of 1d-1, so the hook will inflict 1d+3 CP. Swordsman applies 6 CP to the wrestler's left arm, and also deals 1d-3 cutting damage (rolls 1) due to the hook being sharp. Cool!
(Note: At first I was not sure whether bonuses from being rigid and hooked stacked, but I was persuaded that they should. I am still not sure if I had to halve my ST here for wielding the sword in one hand.)

Wrestler (6 CP on the left arm)
Tries to break free. In Technical Grappling, this is resolved as an attack. Is breaking free a full-body action? We do not know, but we decided that it probably uses the left arm. The wrestler is experiencing a -1 penalty from shock and a -3 penalty from 6 CP. He rolls against Wrestling-10 and gets an 11, failing.

Second 5

Swordsman
(Note: Here I wasn't really sure how to develop a grapple with the Hook technique and was distracted by such things as plumbers and earthquakes, so I decided to go for something more simple.) Step in close combat with the wrestler (don't do that), and try to grab his right arm with the free hand. Roll against Wrestling-11 (12 - 1 hit location), gets a 14.

Wrestler (6 CP on the left arm)
Tries to grab the torso with both hands. A -3 penalty from CP, but no shock. Rolls against Wrestling-11 and gets an 11. The swordsman dodges, rolling against 10, and rolls a 7. (Mistake: We forgot to halve Dodge here, the swordsman is at 3 HP!)

Second 6

Swordsman
Realizing his mistake, the swordsman goes for a foul move (well, he already brought a sword to a fistfight, so there's no going back now). He tries to punch the wrestler in the groin, spending 2 CP to reduce the hit location penalty from -3 to -1. Also spends 1 FP for Mighty Blows. Rolls against DX 10 and gets a 16.

Wrestler (4 CP on the left arm)
Attempts to grab the head (-3 hit location penalty for the purpose of grappling) with his right hand. Rolls against Wrestling-10 (14 - 3 hit location - 1 for referred CP). Rolls a 10. The swordsman rolls against Dodge 5 and rolls a 16. This is a one-handed grapple, so ST 15 is first halved to 8, then the +3 training bonus is applied, resulting in effective Trained ST 11. The wrestler rolls 1d-1 and gets 1 CP.

Second 7

Swordsman (1 CP on the head)
Tries to break free. This is resolved as an attack. He rolls against Wrestling-12 and gets a 10. The wrestler tries to parry, rolling against 9, but rolls a 13. The swordsman rolls 1d-1 CP and rolls a 0. (Mistake: This is a one-handed grapple, we were supposed to halve Trained ST. The result is the same though.)

Wrestler (4 CP on the left arm)
Force Posture Change, trying to knock the swordsman prone while going prone as well. So, an equivalent of the Sacrificial Drop technique in the default grappling system. Thus, the penalty for changing the posture three steps down is negated by the bonus for doing so yourself. Rolls against Wrestling 13 (14 - 1 for referred CP). Rolls a 9. The swordsman rolls against Wrestling-12 and gets a 9 too. Thus, the wrestler wins and they both drop to the ground.

Second 8

Swordsman (1 CP on the head)
Desperately tries to break free, spending all 4 CP to gain a bonus on his own CP roll. Rolls against Wrestling-8 (12 - 4 posture) and gets a 10.

Wrestler (0 CP on the left arm)
Tries to grapple the head with both hands. Rolls against Wrestling-11 (14 - 3 hit location). That's a failure.

Second 9

Swordsman (1 CP on the head)
Tries to break free again. Rolls against Wrestling-8 and gets an 11.

Wrestler (0 CP on the left arm)
Tries to grapple the head with both hands again. Rolls against Wrestling-11, but gets a 13. (Note: He probably should have improved the existing one-handed grapple, as developing an existing grapple takes no hit location penalty.)

Second 10

Swordsman (1 CP on the head)
Here we discussed developing an existing grapple with the Hook technique and came to the conclusion that I should roll against Hook-12 without any hit location penalties. Remember, a 0 CP grapple is still a grapple! The swordsman rolls against Hook-8 (12 - 4 posture) and gets a 10.

Wrestler (0 CP on the left arm)
Tries to grapple the head with both hands again. Rolls against Wrestling-11, gets an 11. The swordsman does not bother rolling defense (halved dodge, prone posture). The wrestler rolls 1d+2 and applies 6 CP to the head.

Second 11

Swordsman (7 CP on the head)
It's time for a desperate grapple. The swordsman does an All-Out Attack (Determined) with the Hook technique to improve the existing grapple. He gets a +4 for going All-Out, a -4 for being prone, and -1 for referred CP. He rolls against 11, getting a 9. The wrestler rolls against Dodge 7 and gets a 13. Due to having 3 referred CP, the swordsman is at effective Trained ST 10, which decreases thrust from 1d-1 to 1d-2. He rolls 1d+2 and applies 6 CP to the left arm, and also deals 1 point of cutting damage.

Wrestler (6 CP on the left arm)
Rolls against Wrestling-10 to improve the grapple (14 - 3 from CP - 1 from shock), and gets a 13.

Second 12

Swordsman (7 CP on the head)
Tries Force Posture Change to go from prone to sitting (-2 penalty for that; -3 from CP), making a roll against effective DX 6. He spends all 6 CP to impose a -6 penalty on the opponent's Trained ST. Of course, he loses. Then he taps out.

Wrestler (6 CP on the left arm)
Just because he can, he performs a Neck Snap, spending all 7 CP. Rolls aside, the fight is over.

Conclusion
Well, that was fun! And not as confusing as it seemed at first. Sure, there were some difficulties with resolving some rules, but that's a matter of experience. The only thing that I can see being slightly annoying in play is having to look up the thrust damage on the table every time the CP changes. But that's not a big deal. I've had much more to say here, but I forgot everything. But I am excited to try out some more TG in the future!

1 comment:

  1. This was my second time playing a test of TG and it went much better than the first time, although this time had a bit less actual grappling. I played the wrestler and was shocked at how effective hooking was, but i suppose its no real surprise that equipment trumps the human body.

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