- Beowulf struggles with Grendel. Sinew parts, Grendel flees, dying.
- A dragon plunges from above. It’s grasping talons seize the adventurers, bearing them away.
- Mighty Ajax and Clever Odysseus struggle against each other, yet neither can throw the other, nor be thrown.
- A python lashes out, grasping its prey first by the mouth, then its coils. It struggles weakly, then not at all.
From the first story ever told, to tales on the silver screen. They all have at least one thing in common: Grappling.
Grappling is thrilling, dangerous, and drives thousands of years of epic storytelling.
Dungeon Grappling brings those thrills to the oldest fantasy RPG with rules and examples for Swords and Wizardry (and other OSR-style games), the Pathfinder Roleplaying Game, and 5e.
Dungeon Grappling provides:
- Simple, unified mechanics, using the same concepts as weapon strikes
- Variable outcomes – grapples can be good or bad
- Dynamic, tense stories
- Weapons, talons, magic . . . they’re all in here.
- Grappling just got scary again!
What’s in the Book
First and foremost, this book contains rules based on Open Gaming Licence content from several editions of the industry’s most popular RPG – explicit examples for Swords and Wizardry, the Pathfinder Roleplaying Game, and Fifth Edition.
This is the printed, hardcopy version.
Let’s look inside:
Introduction: How can grappling be as epic at the tabletop as it has been in stories throughout history?
Core Concepts: Dungeon Grappling shows that the same basic concepts that you use to smite a foe with your sword are perfectly appropriate when grappling. The attack roll, target number, and effect roll are all unified in the context of grapples to minimize special cases.
Grappling Effects: Dungeon Grappling presents a variable effect roll – using both “control points” as well as conditions to make grappling exciting and unpredictable.
Grappling Techniques: This section gives you options, from simply rendering them immobile, to tossing or dragging, to takedowns, throws, choke holds, grappling with weapons, using magical spells to grapple in a way that makes all of them follow the same basic principles.
Monstrous Grappling: Let’s face it. Grappling is for monsters. A dozen examples are provided to highlight how to calculate the attack bonus, grappling target number (the equivalent of armor class for grappling), and the grappling damage roll, as well as brief discussions of how such monsters fight.
Combat Examples: An example vignette and grappling-oriented combat is provided for each of Swords and Wizardry, the Pathfinder Roleplaying Game, and 5e.
Quick Reference Sheets: All of the key calculations, tables, and concepts are summarized in three pages in the back of the book for easy lookups and rules checks.
Art and Layout: Laid out and illustrated in full color by a great team of professionals, the interior is as beautiful as the rules are elegant.