Optional Mechanic Poll: Enhanced Grappling
Posted: Tue May 19, 2020 7:36 pm
In the Book of Earth, AEG added the following optional rule:
GM’s Toolbox: Grappling Options
The L5R 4th Edition core rules present a fairly simple, basic set of rules for Grappling in combat. Although these rules work well enough, they do tend to limit the options of the participants in a Grapple, and their simplicity means they do contain a few “holes” which can be exploited by the unscrupulous. GMs who are willing to add a bit more complexity to their games may wish to explore the following options for increasing the options in Grappling combat. Superior Size/Strength: Wrestling is a form of combat in which greater mass and/or greater muscle power grants considerable advantage. The GM may opt to represent the advantage of superior strength (a higher Strength Rank) or size (Large character versus normal or Small character, or normal character versus Small character) is in the following ways: A stronger grappler may perform a Break as a Free Action instead of a Simple Action. A larger grappler may perform a Throw as a Simple Action. Alternatively (or in addition), a larger grappler may gain a bonus of +1k1 on his rolls to control the Grapple. Stronger/Longer Throws: In the standard rules, a Grappler who elects to Throw his opponent simply leaves the opponent Prone. However, throws can be very painful to the recipient! The GM may elect to allow a Thrown target to suffer normal unarmed damage. If this is felt to be too powerful (after all, why bother with a mere Hit when you can do the same damage and also leave your opponent Prone?) the GM may impose a penalty to the damage, perhaps -1k0.
A strong character can also potentially throw an opponent farther than five feet. A GM who wishes for a more cinematic approach may allow a Grappler to Throw his opponent a maximum number of feet equal to his Strength x5. Stronger Hits: A skilled wrestler can inflict broken bones, joint dislocations, and similar unpleasantness on his enemies. The GM may opt to allow a Grappler with higher Ranks in the Jiujutsu Skill to inflict additional damage on his less-skilled opponent with the Hit option. For example, perhaps each Rank of superiority in Jiujutsu adds +1k0 to the damage roll. Grappling an Armed Foe: L5R does not have any kind of “attack of opportunity” rule, so characters are free to initiate Grapples with enemies who are holding swords or other deadly weapons. In reality, this would be an extremely hazardous option, since only the most skilled of wrestlers could manage to slip past the enemy’s weapon unscathed. To represent this, the GM may rule that if a character initiates a Grapple with an opponent holding a melee weapon, the would-be Grappler must compare his Jiujutsu Skill Rank to the enemy’s appropriate Weapon Skill Rank. If the Jiujutsu Rank is higher, the character may attempt a Grapple without penalty. If the Weapon Skill Rank is higher, the would-be Grappler automatically suffers a hit (with no Raises) from the weapon as the “price” of attempting his Grapple. GMs who wish to add more depth to this may choose to require a Contested Roll between the Grappler’s Jiujutsu / Agility and the defender’s [Weapon Skill] / Reflexes to determine whether the defender gets to inflict damage. Note, however, that this adds another die-roll to the resolution of combat and will thus slow down the action.
GM’s Toolbox: Grappling Options
The L5R 4th Edition core rules present a fairly simple, basic set of rules for Grappling in combat. Although these rules work well enough, they do tend to limit the options of the participants in a Grapple, and their simplicity means they do contain a few “holes” which can be exploited by the unscrupulous. GMs who are willing to add a bit more complexity to their games may wish to explore the following options for increasing the options in Grappling combat. Superior Size/Strength: Wrestling is a form of combat in which greater mass and/or greater muscle power grants considerable advantage. The GM may opt to represent the advantage of superior strength (a higher Strength Rank) or size (Large character versus normal or Small character, or normal character versus Small character) is in the following ways: A stronger grappler may perform a Break as a Free Action instead of a Simple Action. A larger grappler may perform a Throw as a Simple Action. Alternatively (or in addition), a larger grappler may gain a bonus of +1k1 on his rolls to control the Grapple. Stronger/Longer Throws: In the standard rules, a Grappler who elects to Throw his opponent simply leaves the opponent Prone. However, throws can be very painful to the recipient! The GM may elect to allow a Thrown target to suffer normal unarmed damage. If this is felt to be too powerful (after all, why bother with a mere Hit when you can do the same damage and also leave your opponent Prone?) the GM may impose a penalty to the damage, perhaps -1k0.
A strong character can also potentially throw an opponent farther than five feet. A GM who wishes for a more cinematic approach may allow a Grappler to Throw his opponent a maximum number of feet equal to his Strength x5. Stronger Hits: A skilled wrestler can inflict broken bones, joint dislocations, and similar unpleasantness on his enemies. The GM may opt to allow a Grappler with higher Ranks in the Jiujutsu Skill to inflict additional damage on his less-skilled opponent with the Hit option. For example, perhaps each Rank of superiority in Jiujutsu adds +1k0 to the damage roll. Grappling an Armed Foe: L5R does not have any kind of “attack of opportunity” rule, so characters are free to initiate Grapples with enemies who are holding swords or other deadly weapons. In reality, this would be an extremely hazardous option, since only the most skilled of wrestlers could manage to slip past the enemy’s weapon unscathed. To represent this, the GM may rule that if a character initiates a Grapple with an opponent holding a melee weapon, the would-be Grappler must compare his Jiujutsu Skill Rank to the enemy’s appropriate Weapon Skill Rank. If the Jiujutsu Rank is higher, the character may attempt a Grapple without penalty. If the Weapon Skill Rank is higher, the would-be Grappler automatically suffers a hit (with no Raises) from the weapon as the “price” of attempting his Grapple. GMs who wish to add more depth to this may choose to require a Contested Roll between the Grappler’s Jiujutsu / Agility and the defender’s [Weapon Skill] / Reflexes to determine whether the defender gets to inflict damage. Note, however, that this adds another die-roll to the resolution of combat and will thus slow down the action.