There have been a few posts recently on the SJG Forums that have brought up Technical Grappling. While my old Blogger site had a nifty index page for all my grappling posts and their titles, called The Grappling Mat, this one doesn’t. At least not yet.
But I did want to lay down the various things I’ve written that might be helpful, so without further ado:
GURPS Grappling Step-by-Step
- What is Grappling anyway? – At the most basic level, what is grappling and what are you trying to do when you grapple?
- Grab him – How do you establish a grapple on your foe?
- Grab him better – In systems that support it, how do you improve the quality of your grapple (specifically Technical Grappling, but there are variants of this in regular GURPS too)?
- Achieve a dominant position – How do you take your grapple and use posture, postion, and situational modifiers to make your grapple or follow-on strikes have maximum advantage?
- Win – What does “winning” a grapple even mean? And once we understand that, how do you do it?
- Defending yourself from grapples – On the other hand, if someone tries to grapple you, how do you do it?
- Grip Strength Made Easy (Easier) – Grip ST is a concept introduced in TG that can be tricky; another poster worked something out worth looking at to simplify it.
- Alternate Damage Mechanics for Technical Grappling – While the gain/spend Control Points mechnics work overall, they occasionally produce cognitive dissonance or odd results. A few different methods of addressing this are introduced.
- Alternate Grappling: Damaging Takedowns – Sometimes simply getting thrown to the ground hurts, and you don’t need fancy-pants Judo to make it hurt. A few alternate rules to make getting turfed suck more.
TG Commentary and Errata
- Pyramid #3/61: Coming to Grips with Realism (TG Designer’s Notes) – Why did I write it, what went into the book, what didn’t.
- Pyramid #3/61: Takedown Sequences – A review of my article in Pyr #3/61 showing how to model certain martial arts takedowns using Technical Grappling.
- Errata Released for Technical Grappling (Round 1) – catalog of what was changed, and a lot of commentary on why biting wasn’t changed.
- Round 2 of Errata for Technical Grappling – catalog of what was changed, and some commentary on why biting WAS changed this time around!
Styles and Methods
- What good is a point in Judo? – All the things you get with a point in Judo that you can’t do otherwise.
- Combat Sumo Wrestling – Sumo wrestling gets some loving attention, showing how you can use this very effective skill in GURPS combat.
- Takedown mania – Looking at a particular wrestling move from an old WW2 manual in GURPS.
- Melee Academy: Arm Lock in Detail – Looking at the arm lock technique in all its permutations.
- Melee Academy: Shedding Grapples as a Striker – If you’re a punch/kick/slashy-stabby kind of person, and someone grabs you, what do you do? What do you do?!
- Sweeps vs Takedowns (or Force Posture Change) – What’s the difference between a sweep and a takedown, and the when and why of either one.
- GURPS Martial Arts/Technical Grappling: Arrest Techniques – Icelander creates a martial arts style for arresting and handcuffing folks.
- Slytherin Fu – Snakes. Why did it have to be snakes.
Let me know if any of the links are broken; I know the images are. I’ll try and go through each post and put it in the new Gaming Ballistic style (they didn’t all transfer well from Blogger) over time.