I thought I’d try and sweep up the reviews that have come in for Dungeon Grappling into one place. I may have missed a few, and if that’s the case, please ping me and I’ll add it!
I’m not one for suspense in reviews, so I’ll say right off the bat that I feel this is a good product and especially so given this is the author’s first RPG effort that I am aware of outside of articles and supplements for other games.
It offers a rich, alternative and, for the most part, non-lethal combat system that runs in parallel with the existing combat systems in D&D, Pathfinder and Swords & Wizardry.
I like it. As a combatives instructor, I like it even more because it does well what all the other grappling rules I know have done poorly or not at all: it really makes grappling interesting. Very cool. Let’s not forget that grappling is as old as mankind, and that it was an important part of every complete weapon fighting system, e.g., medieval sword-fighting schools.
“My quick impression after reading through the rules quickly is this. Dungeon Grappling is very well thought out and very well produced supplement for fantasy games. As a supplement “Dungeon Grappling” will be best used by players and game masters who believe grappling is under-served by the rules normally provided in traditional fantasy games. While there is a bit of extra set up and book keeping involved, the result is more detailed and eloquent grappling for your game.
Conclusion: It’s legit. If you think your game will have or should have more grappling, it’s easily worth the purchase.”
These grappling rules are unlike any other grappling rules I have ever tried or read. They are fun and easy to use. They flow naturally, and make sense. At no point was I left wondering “How did this happen?” or “Why did this happen?”
Read more: http://www.enworld.org/forum/showthread.php?500121-Dungeon-Grappling-Kickstarter-is-now-live!#ixzz4YFpCS1bV
“it’s a solid, interesting product for multiple game systems, and it has value beyond literally using it at the table, just to see a well thought out breakdown of the game mechanics used in multiple similar, but different games. In other words, it’s well written, well thought out, and it will be useful and interesting for a wide range of gamers from a variety of systems.
Much like the Book of the Tarrasque, this book showcases what small press publishers can do with a topic that it just doesn’t make sense for major publishers to address.
**** (out of five)”
They took a look at the preview, and in summary:
- They said it treats grappling the same way that they treat the Tarrasque in their own book, and said that in a positive way
- Mentioned all the things you can do with it
- Specifically called out that the book was “gorgeous”
- Made postive mention of The Art of Dungeon Grappling, with 50% going to St Jude’s Children’s Research Hospital, and 35% going as a bonus to the artists.
“as much as I love the old games, I have to say… the grappling rules in basically everything in the bad old days were just plain garbage. Just like with old school mega-dungeons and the AD&D domain game, it’s taken a surprisingly long time to sort this out. You’ll probably want two copies, though: one to use with your big pile of ACKS books… and one to loan out to your new school acquaintances! (And I have to say… this book really does set off the ACKS line rather nicely…!)
Check it out!”
I fired up my Kindle and loaded it up. It is Black & white with no graphics for speed at the table. All the content is otherwise the same. It has the linked table of contents and index like the PDF.
It has a clean and crisp layout. I’ve not tried using my Kindle at the table, but I may have to give it a go.”
“The book itself is 53 pages, full-color. The artwork is very good, and the meat of the mechanics can be summed up in the use of Control Points, a kind of pseudo-hit point system reflecting how “beaten into submission” a target is in regards to grappling. I can’t help but feel that won’t really cut down on “book-keeping clutter,” for as it is another value to keep track of in regards to hit points, spell slots, etc. Even more so if multiple creatures are grappled or grappling in the same fight.
The book seems rules-heavier than I like, but in regards to individual systems it does seem to make fighters, monks, and martial types quite competent in grappling in Swords & Wizardry. However, in Pathfinder the problem of huge monsters having extremely high CMD (Combat Maneuver Defense) values is still a problem as the CMD is substituted for a target’s Grapple DC (or the overall defense value when people try to grapple you). As for 5th Edition, the Athletics skill is still important for various grappling moves and defenses, meaning that Bards and Rogues with Expertise and raging Barbarians are still the best class choices for this.
Although I was expecting a more quick and dirty rules-lite option in lieu of a gradient scale, the professionalism and early delivery of the KickStarter helped earn trust from Gaming Ballistic and any future projects they might have in store.”
“I have greeted with enthusiasm Douglas Coles supplement Dungeon Grappling which introduces an excellent approach to adding wrestling and other unarmed combat to role playing games by adapting systems most players are familiar with. Dungeon Grappling has already been reviewed (see below) in several places so I won’t repeat what has already been said elsewhere other than to give a hearty recommendation for its use. Rather than a review, I thought I’d give a couple examples of how it might work in play.”
“The PDF comes in at 53 pages, it has awesome art, and the table of contents is hyperlinked. The index also contains hyperlinks to the page numbers. Color coding of the section headers is continued in the table of contents and the index. There is a background image, but unlike most of them I have seen, here it is faded out so I can actually read the text. Attention to the details of both usability and legibility in the text is awesome!
One can take all of this system, or just the parts they need. I play AD&D, and its grappling system is so cumbersome that few dare try it. I plan to implement this in the games I run and an upcoming special project game on Roll20.”
“Overall, I am impressed with the work. Most problems I’ve noticed were fixed by turning the page – literally. “Wouldn’t it be better if…?”, “Oh, okay”; “But what about …?”, “I see, he thought of that too”. The author has provided multiple options for most mechanics – for example, when I wrote about Fifth Edition stunts, I mentioned some ups and down of using using damage as a gauge of effectiveness instead of skill contests, and Douglas provides both options.
The book includes grappling for characters, monsters, spells, etc. It considers monks, thieves and other classes; it mentions using weapons when grappling and taking from your enemy. In short, Dungeon Grappling has all I could expect from a book like this. I would recommend it for anyone wanting to add more grappling to a 5e or S&W / OSR game.”
“This supplement actually has me excited about grappling in my games again. I think it will make the fights easier and more exciting with better defined and more predictable outcomes. Basically, these are the grappling rules I’ve always wanted.”
The OmnusCritic. (preview review)
“The OmnusCritic provides a 21-minute video review of the book, evaluating it and giving a passing grade on four criteria: aesthetics, writing, mechanics, and value.”
The Round Table with James Introcaso. (during the KS)
Less a review than a 75-minute discussion of the project, game rules for grappling, and other motivations and aesthetics animating the design. Still, if you really want to hear a passionate discussion of why grappling should be more important in fantasy RPGs . . . look no further than this conversation.
Tenkar’s Tavern. (preview review)
“what I have looked at looks good. He even addresses rulesets with descending AC. I’ll give this a closer look over the coming week. Did I mention the buy in is just 5 bucks? Seriously. Currently PDF only, 5 bucks to solve my RPG grappling issues that have dogged me for the last 33 years or so? Priceless…”
Ravens’N’Pennies. (preview review)
“Dungeon Grappling is a cohesive set of rules that works across multiple iterations of Dungeons and Dragons. For those familiar with his work on GURPS Technical Grappling Doug approaches the problem in the same way, but tweaked for a different game engine – and it works surprisingly well. To tell you how easy it is I’ve not looked at the new Dungeons and Dragons, glanced at Swords and Wizardry, and gave up on Pathfinder a while back. The system he presents was intuitive, easy to understand, and provides a lot of flavor. In short, it’s a module you can just bolt on and go.”
Dungeon Fantastic. (preview review)
“I’d urge you to check out this Kickstarter. Doug’s got a solid product here – I’ve seen it (I mean, its origin was a co-authored article and I’m the co-author) and it is good. It’s really superior to most of the clunky, ineffective, or downright risky grappling rules that come with so many games. Take a look and give it a chance.”
Follow Me, and Die! (preview review)
“This is something that has been needed in RPG’s for a long time. The Grappling Rules in AD&D are notoriously challenging to implement in play. The short and simple system introduced in Manor #8 is expanded in these pages. It gives a bare bones system and adds options and touches on how it can be used in specific systems. The basic rules will work for variations of the original game and clones, as well as later editions and variants of the original game.
The system is built on a basis of normal combat resolution. I like this approach. Use what is there instead of building a new system that doesn’t feel right. Another good example of this is what James Spahn did in White Star with vehicle combat using the same format as individual combat. I can’t think of a situation not explicitly covered in these rules.”
Original Edition Rules. (preview review)
“Dungeon Grappling is a supplement for your old-school RPG that gives a fast, simple, and robust system for moderating unarmed combat. We loved this system so much that we used it as inspiration for unarmed combat in the Guardians super hero role playing game, and has become the de facto system for all our Original Edition rules. ” The author of this review is Thomas Denmark, who wrote the Guardians superhero RPG with David Pulver.
Bat in the Attic. (preview review)
“The basic idea is that there a better way of dealing with grappling. Doug developed a set of mechanics that takes the same basic mechanics of rolling to hit and inflicting damage and turns the result into something meaningful when it comes to grappling. He did this for GURPS and now he doing this for classic DnD, Pathfinder, and DnD 5e with the kickstarter.”
Shane Plays Radio. (during the Kickstarter)
This 30-minute live radio show got into a lot of things, but was a bit light on the details of the Dungeon Grappling Kickstarter itself. That was my fault.
Gothridge Manor. (preview review)
“When I run a game I like to have options available for my characters…good options. The way grappling stands in most games it isn’t a good option and the players don’t consider it when in combat. With Doug’s system, combat doesn’t need to be all or nothing. Kill or be killed. In this way it allows for more roleplaying. I’ve never liked the subdual rules of most fantasy RPGs. Basically it’s a crappy way of patching a hole over something the developers couldn’t figure out. Doug has figured it out. And it’s good. And it’s useful. And it doesn’t slow down play.”