After the thread raised by @rgrove0172 (Breaking Free From Grapple - #6 by Inajira1), and by the fact that today is weekend and I have time for my hobby, I recalled some interesting discussions around the grapple I had with my players.
I want to check with you how you use Grappling in your games and whether I am interpreting it in a wrong on inappropriate way
There is no TL:DR, sorry.
So, first things first - how you start a grapple?
- By doing unarmed attack with Grappler talent. This allows you to pay momentum and get Grappling quality to your unarmed strike.
- By using weapon with Grappling quality such as the Whip
- By using Improvised weapon and swap qualities/pay Doom to add Grappling quality to it.
Now, there is one question that suddenly appears - Why you would spend XP for Grappler talent and later on Momentum to trigger it, when there is a way to add Grappling quality to improvised weapon for free?
I think the answer is not very clear, but reading the rules I think it is because the unarmed attacks are not considered improvised weapon from system perspective, but basic attack (p.124). This is further strengthened by the Improvised Weapons sidebar on page 152:
The basic form of attack â Melee and Ranged â is an improvised attack, covering unarmed strikes as well as whatever small objects come to hand, such as throwing small rocks or tankards. However, larger, heavier, or sharper improvised weapons require additional consideration.
The section continues and explain the quality switching mechanics. It is worth nothing that Improvised quality does not allow you the âquality switchingâ, as it is quality itself. Only Improvised weapons have this possibility by the rules of the sidebar. Therefore basic attacks are not improvised weaponâŚ
So there is another question then - Why you canât start a grapple without a talent or weapon with Grappling quality?
After all, this is one of the standard ways humans and animals fight and we have prime examples of martial arts related to grappling and etc. Even untrained individual can try and grab you and put you down.
In my games, we used combination of Melee and Athletics to initiate a grapple and the difficulty of the struggle was modified according to the situation. I was taking into account the opponent sizes, weapons, how trained they are in such combat and etc. to make the combat more fun but also realistic. I was always taking into account the Grappler talent, either reducing or increasing the difficulty of the struggle checks and/or not allowing certain maneuver to happen during the struggle (such as freeing from grapple and counter-grappling the opponent using momentum/fortune).
This resulted to people being thrown out of the window, over board, catwalks and slammed into the ground in spectacular ways.
PS: The Grappling rules are not detailed as in D&D for example, leaving much of the âfunâ part to the GM. And I actually like this more and more, as it allows me to paint more engaging scenes of struggle between combatants. This provides much more opportunities to the players to be creative in the use momentum spends and fortune points.