funded-dg-kickstarterThanks to the generous contributions of both existing and new backers, boosted in no small part by the print offering, the Dungeon Grappling Kickstarter has funded at the basic level.

I am pleased and incredibly grateful that you have chosen to put your faith in me. That the project has funded means that I can now begin art direction – and will do so immediately. Thank you for your support!

At this level, I will be asking for 16 black-and-white pieces of art that will sit within a full-color laid-out manuscript.

The next goal is to create an eBook layout, in single column, to allow easy reading on tablets, phones, and small screens. After that, as we get more and more funding, more and more of that art will be converted to full color. Once the existing art is colorized, I will start adding a few more pieces, and finally at the last goal, I will commission a full-color, fully spectacular cover art for the book.

Once again – thank you for your patronage, your faith, and your trust.

Live to Grapple. Grapple to Live.

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Hernan’s at it again, going on and trying to build the best VTT out there. I like Roll20, and I like FantasyGrounds just fine, but I like to support VTTs in general, and Hernan in particular. Some of the features he has – like tokens that can “lie down” and go from one hex to two, and I’m sure he has a lot in mind for this one.

So check it out, and pledge as much as you can! The RPG world is better when there are lots of great options, forcing folks to up their game.

So, as of the end of Day 2, we are 87% of the way to the basic funding goal, so things are going fairly well. A very low level of pledges will get us to the basic goal, but of course, I really want to hit at least the $4,000 level, so that I can fill the book with art. If we close in on that, there will likely be a few more stretch goals and reward levels I can comfortably add.

Dungeon Grappling has also gathered some early comments and a few reviews, where I invited someone to read the laid-out preliminary manuscript. Thus far, they’ve read it, and posted their review with no compensation or interactions with me from a “write about this” or “avoid that” level. They do, of course, tend to be folks that I’ve interacted with before. All of the folks I mention below (and likely more coming) are backers of the project. Continue reading “Dungeon Grappling – Update #4 (Early Reviews)”

Hard to kill

One of the tricks about heavy, thick armor is that it’s hard to put a sword through. Or a spear, arrow, or much of anything. A pollaxe ought to do it.

This is reasonably well represented in dungeon gaming through the abstraction of Armor Class, in that it is more difficult for a character to to land an effective hit on a foe in thick armor.

Easy to Grab

On the other hand, many of the old fighting manuals focused on grappling foes in heavy armor. That’s because being encased in mail or 2 to 4 millimeters of forged steel doesn’t make you harder to grab (though it may make you harder to lift).

Dungeon Grappling enables this explicitly, adding a nuance to fights in your games that might not be present today.

Consider a guy with DEX 18, which is good for anywhere from a +1 to a +4 bonus depending on edition. Let’s go with the +4. In recent editions, wearing heavy armor caps that – in fact, no bonus at all is provided, but in plate armor you are AC 18.

The Grapple DC for this character, with the rules presented in the book? Grapple DC 10.

Coup de Grace

So now, the go-to method for dealing with heavily-armored knights is probably wrestling them to the ground so you can stick a dagger in a vulnerable spot.

Kinda like this:

Dungeon Grappling. For all your can-opening needs!

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