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…

Repost: FnordCon2.3 Announcement from SJGames
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Repost: FnordCon2.3 Announcement from SJGames

FnordCon Fun! We have so many things to pack into our one day of FnordCon on October 10, some highlights include: Seminars with Steve Jackson, Phil Reed, Guest of Honor Liz Danforth, Munchkin Dungeon designer Eric Lang, and SJ Games staff members and guests! Find out what’s new and upcoming for Munchkin, Car Wars, GURPS, TFT, and more! Games, including The Fantasy Trip, Z-Shot, a brand-new…