Fantastic Dungeon Grapples: ST differential for breaking free
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Fantastic Dungeon Grapples: ST differential for breaking free

Yesterday I made a post about how breaking free is harder than perhaps it should be in Fantastic Dungeon Grappling. Is this true? Does it matter? If it does, what’s the fix? The Normal Rules Consider: two identical ST fighters, let’s say ST 13, DX 12, Wrestling-12 (I chose ST 13 deliberately as it will…

Fantastic Dungeon Grapples: Breaking Out is Hard to Do
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Fantastic Dungeon Grapples: Breaking Out is Hard to Do

Fantastic Dungeon Grappling I think Fantastic Dungeon Grappling is my best-ever distillation of a grappling system that plays well with the rest of the game. It’s only eight pages, and manages to successfully subsume most of Martial Arts and my original 50-page Technical Grappling books in those short pages. The original rules concept were strongly…

Fantastic Dungeon Grappling dot Net
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Fantastic Dungeon Grappling dot Net

Well, not really. Sounds fun, though. On the GURPS Discord, someone was asking about nets. That led to GURPS Martial Arts: Technical Grappling, which does have such support, and then to Fantastic Dungeon Grappling, which doesn’t. Well, not explicitly. As I noted, there’s a lot of FDG that is “some assembly required.” In this case,…