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Grapple Fix
Grapple Fix
Song of Swords does sword fighting right. Let’s help it do grappling right.
Major Changes:
-Grappling is a bit more dangerous.
-Grappling has, hopefully, a more logical flow (clinches don’t “auto-break”)
-The 1.9.4 instant-death throw is revised
-Some of the actions are revised to be more sensible (examples include changes from trap
and pin).
-Move flow chart will likely be included in a later version.
-Balances to Talents to come.
All changes to existing, and otherwise unbroken rules will be highlighted in red.
If the move is new or sufficiently changed to only barely resemble the original version
the move name will be highlighted in red.
The Clinch
A clinch refers to a maneuver in which the fighter rapidly closes the distance
between his opponent and attempts to grapple either using holds on the torso (like a
bear hug), under arms, or manipulating the back of the opponent’s neck (a collar-
tie). When the clinch is initiated by the clinch maneuver the two combatants will
either be in:
Clinch (Advantage)
Clinch (Disadvantage)
Like blade-fighting, the clinch can vacillate between advantage and disadvantage.
However, even the fighter with a disadvantage has the potential to attack if he
pleases. This will be repeated later in the document, but any non-defensive
maneuver that someone in Clinch (Disadvantage) attempts has its activation cost
increased by 1 (this includes moves with no activation cost).
Clinch Maneuvers-
Offensive (Those at Clinch Disadvantage may use these maneuvers at +1 Activation
Cost):
-Trap
-Limb-Break or Choke (if appropriate body part was previously trapped)
-Punch, kick, elbow, or knee strike (+1 TN to punches or kicks above the
legs)
-Strike or thrust with weapon with reach short length or shorter. (Weapons
medium length or longer cannot strike or thrust unless a maneuver would shorten
their range is used (such as halfswording)
-Pommel Strike/Butt Strike
-Throw (the attacker will be able to decide if he wants to throw to ground,
sending the fight into either Guard or Mount depending on the level of success, or
simply throw the enemy down)
Defensive:
-Clinch Defense (May be used as a Quick Defense option)
-Clinch Reversal (This will be a more difficult defensive option that grants
you the advantage on
-Clinch Break (You can automatically break a clinch if you have Clinch
Advantage)
-Parry: With any weapon ranged Short of less.
-Block: You may only block if your shield is a buckler.
-Arm Parry
-It's initiated by a Takedown maneuver. It'll need some rewording, but it'll work similarly to the
Clinch. It's a high-risk high reward maneuver.
If you fuck up on a takedown, you end up prone. Your opponent does not. This is in addition to a
successful parry/block dealing you damage.
-If the attacker succeeds the Takedown proceeds to Guard. Both the attacker and defender are in
Guard.
Mount
This is very bad for the defender. Once in Mount, the person with the advantage (attacker) can do
the following things:
1. Submission- Traps/Pins (I'll probably just consolidate this into one move), Chokes, and Limb
Breaks resolve at -1 TN.
2. The attacker may Coup de Grace. This is fucking LETHAL.
3. He may strike or thrust as though he is automatically postured up (so with weapons Medium
Length or smaller) with +2 bonus dice to any attack from the leverage.
Lastly the defender might attempt to Slip out. The TN for Slip out is 8 when they are in Mount. It
sucks to be in mount if you're on the bottom.
Whatever you do, defend guard.