Suggested by SWFB Contributor Matt LaVore"Grapple check (Fighting vs Agility).
On a success, the target is Bound (or Entangled)—meaning he can’t move. The attacker now uses his movement to go prone, which takes his enemy—who now can’t move due to the Entangled or Bound condition—with him (takedown). I do it with an opposed Fighting V Agility or Strength check (target’s choice). On a raise the takedown becomes a Throw and does the attacker’s Strength in damage.
The attacker can then choose to maintain grappling control (knee on belly, mount, side control, etc., still not allowing his enemy to use their Pace to stand back up) to go for a submission on his next turn (using the Crush rule), or they can decide to just end the grapple there and stand up if they want, provided they have enough Pace. This allows the flavor for either a judo throw (like seoi nage or kata guruma), or more of a jiu-jitsu-style takedown (like ko soto gake or tani otoshi). It also makes the ground control aspect into a pin as the target defending can’t use their Pace to escape and stand up until they can win an opposed grappling check.
Pretty simple rules that are in line with SWADE mechanics, and as a judoka and jiu-jitsu practitioner myself, this is narratively satisfying.
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I also made an Edge for my players: “Grappler (Seasoned, fighting d8): add +2 to any grappling rolls.”
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