How would you guys handle grappling someone or pushing them off a cliff or a train or whathave you? More successes than their brawn?
Did I miss this in the rules?
How would you guys handle grappling someone or pushing them off a cliff or a train or whathave you? More successes than their brawn?
Did I miss this in the rules?
Grappling is completely glossed over. It mentions that in a sidebar in the Beta book.
As far as throwing someone off a train, I'd imagine that might be something you could do with sufficient Advantage/Triumph.
As noted, grappling is mentioned in a sidebar in the beta book. Whether or not it is expanded on once the Core book is released we can only speculate. The side bar talks about how it is a narrative game and that you should use that to describe grappling which includes knocking someone down or disorienting them. In the Beginner Game Rulebook hands/fists/limbs have the qualities Critical Rating 5, Disorient 1 and Knockdown (and I would add Ensnare 1 if you have the Beta book to simulate holding someone immobile). You could treat grappling as an opposed check if you wanted to, the active player using his Brawl and the opposing character using his Brawl or maybe his Athletics if you feel it applies. The difficulty of all melee attacks is supposed to be two difficulty dice, but I think many may be still treating it as an opposed roll using the Brawl or Melee skill, depending on the situation, as the opposing dice.
As to throwing someone I could definitely see it being done if you roll enough advantage (two is the usual to activate a quality), but I would allow the person a chance to grab something in the form of some sort of save, especially if being thrown puts them in an instant death situation (unless they are a minion and/or it doesn't matter). Or, narratively, they land on the ground or in water, removed from the scene but not necessarily dead.
People have thoroughly covered grappling. Dealing strain can represent inhibiting someone slowly over multiple round.
For throwing someone out of position, i'd call it an opposed skill check rather than a combat check. I feel like combat checks are for trying to hurt someone, with advantage effects a side bonus. If your goal is something other than harm, use a skill check so that hits are success and advantage is something else.
I had a player in my (beginner book) game try to grapple a blaster out of someone's hands; I called it an opposed Brawn check (knocking the gun out of the target's hand rather than dealing strain).
I've been thinking about how to handle grappling after the previous session. The way I'll handle it next session is with a Brawl check. The attacker will have to get 1 Advantage per point of Brawn+Siluette of his opponent to get a hold. To break out, the grappled character must roll Brawl against his opponents Brawn+Siluette.
So trying to grapple a Brawn 3 Wookie is harder than trying to grapple a Brawn 3 Jawa (is there such a thing as a Brawn 3 Jawa anyways?)
Haven't tried it out in play yet. Does it make sense?
Eirik