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Grappling permutations

 
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shinryu
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Joined: 18 Jul 2011
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PostPosted: Fri Aug 03, 2012 12:21 am    Post subject: Grappling permutations Reply with quote

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
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PostPosted: Fri Aug 03, 2012 8:16 am    Post subject: Reply with quote

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.
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77IM
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PostPosted: Mon Aug 06, 2012 10:52 pm    Post subject: Reply with quote

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.

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shinryu
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PostPosted: Wed Aug 08, 2012 12:29 pm    Post subject: Reply with quote

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
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PostPosted: Wed Aug 08, 2012 12:42 pm    Post subject: Reply with quote

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.
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Gammon23
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Joined: 22 Jan 2012
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PostPosted: Thu Aug 16, 2012 6:16 pm    Post subject: Reply with quote

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
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PostPosted: Thu Aug 16, 2012 6:45 pm    Post subject: Reply with quote

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
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PostPosted: Fri Aug 17, 2012 8:43 pm    Post subject: Reply with quote

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
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PostPosted: Fri Aug 17, 2012 9:14 pm    Post subject: Reply with quote

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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