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Making grapples suck less in armed combat

Last post of Melee Academy was on getting into CC range with a grapple in one turn. +Mark Langsdorf picked up on this and showed a higher-percentage option to get into CC that takes two turns, and by his own notes, is really good at negating the hated Defense Bonus of a shield. Martin Leuschen made a…

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Melee Academy: Combat Grappling and Wait

Welcome to the second installment of Melee Academy! Grappling seems pretty cool. The benefits for throwing someone to the ground are pretty impressive in GURPS. They have to spend a few turns getting up (unless then can Acrobatic Stand), while prone they’re at -4 on their hit rolls and -3 while defending. While kneeling, which…

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Grappling at really low ST in GURPS

A recent post in the forums, which started off with a link to this very blog – specifically my old post on how ST rolls are problematic in GURPS, brought up a very interesting edge case that I really wish had come up explicitly in the Technical Grappling playtest. It has to do with scale….