Tuesday, March 24, 2020

Sage Today: clinch fighting

Content created in response to voting on my lottery page. Please join in. Anyone can vote.

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Clinch Fighting replaces aspects of brawling as a grappling attack, in which the character has some experience with using clinch holds. As an amateur-level ability, the character does not gain expertise in any specific hold – yet, when rushing an opponent, the character does receive a +1 bonus to hit. As well, damage done when clinch-fighting equals 1d4, adjusted by the character's strength-damage bonus (2 pts. more than that done by ordinary brawling). As with brawling, if the opponent is stunned, the defender is considered to be held, or pinned, and subject to further damage by the attacker.

Furthermore, when defending against a wrestling attack made by an unskilled grappler, the clinch fighter is granted a 20% bonus to their listed weight. For example, a 210 lb. defender would be counted as 252 lb. This bonus is not granted when fighting skilled opponents (those with amateur-level training or better).

Additionally, if a clinch-fighter is held, then following the round when they are stunned, they are entitled to a saving throw against paralysation. If successful, then the hold is broken and the character is able to move up to one combat hex away from their opponent.

3 comments:

  1. I was going to provide some input when you said you were covering this topic, but decided to wait and see what you came up with after you did some research.

    In general I don't have any issues with what you've outlined here. It's broad enough to represent reality without getting into the nitty gritty.

    However I do feel that there is a better way to represent unarmed combat in general. Most fighters don't want to maintain the clinch, that is never the most favorable position for them. Usually one of the fighters is trying to take the other down to the ground, and the other is defending against that, both are trying take each other down so they end up on top, or two strikers end up in the clinch by accident and quickly move apart. The clinch is initiated in order to lead to more favorable circumstances (grappling on the ground) for one of the fighters; it is an in between stage of a fight, and not really a technique itself. Any technique used in the clinch can also be used outside the clinch. A good fighter can strike, takedown their opponent, defend against the takedown, and force the opponent to submit. All of those techniques can be used standing, in the clinch, or on the ground. The clinch is simply a phase of a fight, and not a style of fighting. I think maybe it would be better to outline rules that affect fighters while in the clinch, than to make it a technique or skill they can study.

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  2. Appreciated, but I'm applying the same approach that's taken with D&D combat in general.

    99% of what a player will want to do with grappling will be to immobilize an opponent, disarm them and possibly throw them off a building. Most players won't have any personal wrestling experience and won't care to get into the complications you suggest above. Writing rules for the steps/motivations you describe would be as useful at hit location.

    I want simple, straightforward rules that move through the combat quickly, getting the player to the resolution. I have no interest in depicting accuracy, only imagination and believability.

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  3. Related concept: years ago, when I used to play fighting games with friends, I had a small reputation as a jerk because I would find the one mechanic in whatever game we were playing, and I would abuse the crap out of it. My friends hated it because they felt it was "cheap;" and it probably was, to a degree, but it was also a mechanic that existed, for better or worse, and exploiting it gave me an edge in the fight.

    If I have the choice between a small advantage to deal damage or control my opponent, I'll lean to whichever lets me end the fight faster. Throwing someone off a cliff is a really good way to do that.

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