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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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shinryu Seasoned
Joined: 18 Jul 2011 Posts: 300
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Posted: Fri Aug 03, 2012 12:21 am Post subject: Grappling permutations |
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So I rather like the Savage Worlds grappling system in general; among grappling systems in RPGs I've tried it works really elegantly and probably best among them in general. However, as a bit of a lapsed jits guy there are a few things I think that could be added for flavor and I thought I'd toss 'em out to the group.
1) Targeted grappling: I don't see in the generic rules much discussion about what exactly you're grappling; as any wrestler can attest grabbing a single leg is a bit different of a matter than getting an underhook or a bodylock. Also, it's a bit easier to do damage to an opponent's limb than their body via grappling and leverage (discounting striking, which we we'll get to). So I'm thinking that grappling a specific limb should at least inflict the equivalent One Arm/One Leg hindrance as long as it's held. Could this possibly also permit additional damage to the limb? The head is a little trickier: I don't know of any published rules handling choking someone, but it's possible the +4 to damage might be adequate to represent that? Alternatively, one could be able to strike more freely (as in the Thai clinch); again, we'll get to that.
2) Grappling with legs: I don't think anyone can argue that a big part of submission grappling tends to be controlling the opponent with your legs (either on top by sitting on them in mount or from the bottom in guard); I'm thinking it might be adequate to treat legs as a separate set of arms (so one could grapple and maintain the grapple with legs and have arms to do other things (like grab other body parts, punch them in the face, etc.). Obviously you'd need to be prone (or become prone in the process) for this to work. Also, I'm not quite sure how to handle the situation where you would have grappled the same with both arms and legs (viz triangle choke, crucifix, etc); gang up bonus? blanket +2?
3) Striking in the clinch: So I don't know if there's any real rule regarding this, but the general solution seems to be that it makes the grappling task one armed (so -4, presumably, to maintaining the hold). I think this is actually really good and if you're using leg grappling you can come up with situations where you are free to hit. However, there are standing situations where you can pretty well control the opponent and still hit them pretty good, like the Thai clinch. So not sure how to handle that, but the idea that if you grapple the head you knee for free is attractive.
Thoughts? |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4561
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Posted: Fri Aug 03, 2012 8:16 am Post subject: |
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1) Same problem for all called shots to limbs. Lots of situational effects are appropriate, but none are the default.
2) I always assumed that this was a part of any skillful grappling attempt.
3) Seems to be covered by trappings for the opposed strength / agility roll to deal damage. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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77IM Heroic

Joined: 23 Jun 2009 Posts: 1591 Location: Austin, TX
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Posted: Mon Aug 06, 2012 10:52 pm Post subject: |
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There's an incredible array of ways to grapple people. Rather than try to stat out every single move, I'd come up with some general effects (limb control, disarm, pin to the ground, push/pull, prevent speech, choke out, etc.) and apply whichever effect is appropriate at the time.
-- 77IM _________________ Stuff I made: Arcane Abilities · Talent Edge · Savage Fading Suns · Savage Wuxia! |
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shinryu Seasoned
Joined: 18 Jul 2011 Posts: 300
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Posted: Wed Aug 08, 2012 12:29 pm Post subject: |
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| ValhallaGH wrote: | | 1) Same problem for all called shots to limbs. Lots of situational effects are appropriate, but none are the default. |
Right, but I think, in general, the one-arm or one-leg hindrances are good starting points. The -2 Fighting penalty for a trapped leg makes sense, as does the -4 penalty to two-handed actions (probably including escape) for a trapped arm. It's fairly difficult to get out of a good kimura/hammerlock once it gets dialed in.
The head is a more complicated deal; the lack of choke rules is actually something that surprised me; it's not something that's exactly rare in pulp, is it? I will consult the group more specifically on this one. I do recall rules for garroting someone in weird wars, maybe? That's a little more hardcore, obviously.
| Quote: | | 2) I always assumed that this was a part of any skillful grappling attempt. |
Well, not necessarily; it's quite possible to choke someone out or break their arm while standing. It sort of requires your opponent to be stupid or untrained, typically, but it's possible. More generally, I always assumed that the grappling rules were more trying to deal with standing clinches than any sort of ground work. So I'd kind of like to be able to give some advantage to people who are willing to go to the ground to do damage, with the obvious perils of being prone considered.
| Quote: | | 3) Seems to be covered by trappings for the opposed strength / agility roll to deal damage. |
But then what about characters with Brawler/Martial Artist? Since it's not a Fighting roll I assumed they didn't get their damage bonuses. I will consult the Clint on this one. If they're supposed to get their damage bonuses, then I'd agree it's more of a trapping thing. If they're not then I think some system for handling clinch striking is appropriate. |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16261
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Posted: Wed Aug 08, 2012 12:42 pm Post subject: |
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| shinryu wrote: | | ValhallaGH wrote: | | 3) Seems to be covered by trappings for the opposed strength / agility roll to deal damage. |
But then what about characters with Brawler/Martial Artist? Since it's not a Fighting roll I assumed they didn't get their damage bonuses. I will consult the Clint on this one. |
Hmm, I think those Edges just refer to unarmed damage and grapple damage is unarmed, so... yeah, why not. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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Gammon23 Novice
Joined: 22 Jan 2012 Posts: 46
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Posted: Thu Aug 16, 2012 6:16 pm Post subject: |
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| Well for choking perhaps have be a called shot for +4 damage? Another idea could be that each round the opponent is choked he/she needs to make a vigorous roll to avoid fatigue. |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2178 Location: Tazewell, East Tennessee, USA
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Posted: Thu Aug 16, 2012 6:45 pm Post subject: |
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| I'd suggest the drowning/suffocation rules for choking, since that's what's really happening (maybe with some bonus damage as "frosting"). |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4561
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Posted: Fri Aug 17, 2012 8:43 pm Post subject: |
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| jpk wrote: | | I'd suggest the drowning/suffocation rules for choking, since that's what's really happening (maybe with some bonus damage as "frosting"). |
Would you classify a blood choke as drowning/suffocation? Most folks lose it at a three-count if you can get a good blood choke going, with the rest gone long before ten, and (barring penalties) I can't see a character failing the vigor roll fast enough to pass out immediately.
Just curious. It's something I've thought about without actually needing. |
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jpk Legendary
Joined: 03 Apr 2007 Posts: 2178 Location: Tazewell, East Tennessee, USA
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Posted: Fri Aug 17, 2012 9:14 pm Post subject: |
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| I would call a blood choke and a "regular old" choke as two different things. One is depriving the brain of blood flow, one is depriving that blood flow of additional incoming oxygen. |
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