.: Help for grapple The grapple command attempts to lock your opponent in a grappling hold. Grappled foes are restrained: they cannot flee, their attacks and defenses are penalised, and your knee special becomes available. ━━━ Grapple Positions ━━━ A grapple isn't a single state; it develops through positions as the struggle shifts. Standing grapples (Clinch, BackStanding) are closer quarters than a normal fight. Ground grapples (Mount, Guard, Side Control, etc.) are tighter still. Each round of a grapple resolves to one of five outcomes: Hold Neither side gains ground; both fighters drain stamina trading effort for nothing. Advance You move to a more dominant position, closer to the top, or taking the back. Degrade You slip to a less dominant position; your opponent has gained ground on you. Reversal Your opponent takes over the controlling position entirely. Escape The grapple breaks; both fighters return to standing. Dominant positions like the Mount are striking apexes. The longer you hold one, the harder you can work your opponent. Taking the back (BackMount) requires a decisive advance. Submission attempts fire independently when you're decisively winning a round, from whatever position you currently hold. ━━━ What Decides Each Round ━━━ A grapple round resolves through an opposed contest of fitness and technique. Several things tilt the contest: Unarmed Combat skill: the biggest single factor. Trained grapplers reliably beat untrained ones of similar build. Strength: the primary stat for controlling and holding positions. Dexterity: a secondary stat for setups, framing, and scrambling. Initiative: the side that started the grapple has a small edge that round because they picked the moment. Stamina: a gassed grappler is dramatically worse. Long grapples favor whoever paces themselves. Encumbrance: carrying too much weight hurts both sides of a grapple. Heavy armor doesn't directly help you escape; it just costs you more stamina to fight while wearing it. ━━━ Weapon Reach in Grapples ━━━ Long weapons become a liability when you're grappling. In a clinch or mount, a sword or spear can't be swung freely because the haft catches your own body. The weapon's pommel or hilt still lands for reduced damage, and your combat narration shifts to reflect it. - Short weapons (daggers, fists, claws): Remain fully effective in any grapple. - Medium weapons (swords, axes): Penalised in ground grapples; partial penalty in clinch. - Long weapons (spears, polearms, staves): Severely penalised in all grapple positions. Carrying a dagger in your offhand is a sound counter to grapplers. it will swing at full damage while a main-hand sword is hampered. ━━━ Fighting From Position ━━━ Position dominates the math of in-grapple combat: Striking down: attacking from a dominant position (mount, side control, back mount) is substantially easier than swinging from standing. Striking back: trying to hit your opponent while pinned is much harder. The worst positions, crucifix, back mount, and full mount, leave you barely able to swing. Outside the fight: a third party attacking either grappler finds them easier to hit. Two grapplers locked together pay less attention to their surroundings. Outside hits disrupt: if a third party damages a grappler who's holding position, that grappler's grip loosens. Enough outside damage will eventually break a hold. Submissions are fragile: a hard hit from outside the grapple while you're applying a submission will break the attempt and leave you worse off than when you started. ━━━ What You Can't Do While Grappled ━━━ Both hands are committed when you're grappling: - Eating and drinking are unavailable until you're free. - Spellcasting and other concentration-heavy actions become harder when you're on the ground or pinned in a grapple. Your Willpower and your spellcasting training together decide how often your concentration holds; a strong-willed, practiced caster can sometimes finish a spell from underneath, while a distracted novice rarely manages it. - You cannot move from the room until the grapple ends. Usage: grappleAttempt to grapple a target in combat. Success is an opposed roll of Strength vs. the target's Strength and Dexterity. Grapple-immune creatures (e.g. elementals, oozes) cannot be grappled. A target who is already locked in a grapple cannot be seized by anyone else. If a companion or another fighter has hold of it, you cannot take hold of it too. Strike it instead, or wait for the hold to break. The initial grapple is a special move that spends Stamina and requires full payment. Once the hold exists, both participants pay upkeep independently each round. The controlling role is less costly than struggling underneath, and carried load raises either price while unarmed-combat skill lowers it. Upkeep never ends the grapple merely because someone is short. A participant spends what remains and contests that round without Unarmed Combat skill, as trained control slips but strength and leverage remain. When you decisively win a grapple round from a dominant position, the engine may fire a submission attempt automatically; no command needed. See help submission. See also: help attack, help kick, help trip, help submission, help surrender, help reach, help stamina, help special