Introduction

I really like Douglas Cole’s Fantastic Dungeon Grappling (FDG). It makes grappling in DFRPG (or any GURPS game) more fun and simplifies it at the same time.

The only issue I often have is to recompute the Control Points (CP) inflicted and the control thresholds for creatures with and without Wrestling Master. Prompted by a question on the GUPRS discord, I sat down and computed it. And then asked Douglas Cole to look over it; the procedure here is indeed correct.

How to Compute Your CP

How do you use the table/compute CP yourself? I’ll use Nangrick Hardjaw from Delvers to Grow: Strong Delvers at 187 points as an example.

  1. Get your ST value. For Nangrick, that’s 13.
  2. Add your lifting ST to than. For Nangrick, that’s 3 for a total of 16.
  3. If your Wrestling skill is DX+1, add +1 to Lifting ST. At DX+2, add +2. If you also have Wrestling Master, replace that bonus with your entire relative skill level. See Adventurers, page 93 (under Wrestling), and Delvers to Grow, page 35 (under Wrestling Master).
  4. If you have Wrestling at DX+1, you get +1/die to CP inflicted. At DX+4, you get +2/die. See FDG, page 3, under Grappling Damage.
    • This is in addition to the lifting ST bonus from Step 3. Yes, that is somewhat double-dipping. This was done intentionally in FDG.
  5. Look up the CP inflicted and the CMs in table below. To compute it yourself:
    • Look up CP in the thr damage table. If you have Wrestling at DX+1 or DX+4, look it up in the corresponding column.
    • Your control maximum is your adjusted ST value. To compute thresholds divide, then round up.
    • As an example, for an ST 11 creature, your CM is 11. 1/10th of that is 1.1, rounded up to 2. That means you reach the ≥ 1/10 CM threshold at 2 CP or more inflicted on you. For Nangrick, that’s 2d+4 CP, and thresholds of 3, 11, 21, 32, and 42.

As another example, let’s take Lisbeth from Hall of Judgment:

  1. She has ST 15.
  2. She has an additional Lifting ST 6, for 21 total.
  3. She has Wrestling at DX+7 and Wrestling Master, so a total of 28.
  4. She has Wrestling at more than DX+4, so she uses the CP (DX+4) column.
  5. That means she inflicts 3d+5 CP, and has 3, 14, 28, 42, and 56 CP as thresholds.
Lifting ST CP CP (DX+1) CP (DX+4) ≥ 1/10 CM ≥ ½ CM ≥ CM ≥ 1.5 CM ≥ 2 CM
1 1d-6 1d-5 1d-4 1 1 1 2 2
2 1d-6 1d-5 1d-4 1 1 2 3 4
3 1d-5 1d-4 1d-3 1 2 3 5 6
4 1d-5 1d-4 1d-3 1 2 4 6 8
5 1d-4 1d-3 1d-2 1 3 5 8 10
6 1d-4 1d-3 1d-2 1 3 6 9 12
7 1d-3 1d-2 1d-1 1 4 7 11 14
8 1d-3 1d-2 1d-1 1 4 8 12 16
9 1d-2 1d-1 1d 1 5 9 14 18
10 1d-2 1d-1 1d 1 5 10 15 20
11 1d-1 1d 1d+1 2 6 11 17 22
12 1d-1 1d 1d+1 2 6 12 18 24
13 1d 1d+1 1d+2 2 7 13 20 26
14 1d 1d+1 1d+2 2 7 14 21 28
15 1d+1 1d+2 1d+3 2 8 15 23 30
16 1d+1 1d+2 1d+3 2 8 16 24 32
17 1d+2 1d+3 1d+4 2 9 17 26 34
18 1d+2 1d+3 1d+4 2 9 18 27 36
19 2d-1 2d+1 2d+3 2 10 19 29 38
20 2d-1 2d+1 2d+3 2 10 20 30 40
21 2d 2d+2 2d+4 3 11 21 32 42
22 2d 2d+2 2d+4 3 11 22 33 44
23 2d+1 2d+3 2d+5 3 12 23 35 46
24 2d+1 2d+3 2d+5 3 12 24 36 48
25 2d+2 2d+4 2d+6 3 13 25 38 50
26 2d+2 2d+4 2d+6 3 13 26 39 52
27 3d-1 3d+2 3d+5 3 14 27 41 54
28 3d-1 3d+2 3d+5 3 14 28 42 56
29 3d 3d+3 3d+6 3 15 29 44 58
30 3d 3d+3 3d+6 3 15 30 45 60
31 3d+1 3d+4 3d+7 4 16 31 47 62
32 3d+1 3d+4 3d+7 4 16 32 48 64
33 3d+2 3d+5 3d+8 4 17 33 50 66
34 3d+2 3d+5 3d+8 4 17 34 51 68
35 4d-1 4d+3 4d+7 4 18 35 53 70
36 4d-1 4d+3 4d+7 4 18 36 54 72
37 4d 4d+4 4d+8 4 19 37 56 74
38 4d 4d+4 4d+8 4 19 38 57 76
39 4d+1 4d+5 4d+9 4 20 39 59 78
40 4d+1 4d+5 4d+9 4 20 40 60 80
41 4d+2 4d+6 4d+10 5 21 41 62 82
42 4d+2 4d+6 4d+10 5 21 42 63 84
43 5d-1 5d+4 5d+9 5 22 43 65 86
44 5d-1 5d+4 5d+9 5 22 44 66 88
45 5d 5d+5 5d+10 5 23 45 68 90
46 5d 5d+5 5d+10 5 23 46 69 92
47 5d+1 5d+6 5d+11 5 24 47 71 94
48 5d+1 5d+6 5d+11 5 24 48 72 96
49 5d+2 5d+7 5d+12 5 25 49 74 98
50 5d+2 5d+7 5d+12 5 25 50 75 100

Summary

Mostly, this was a way for me to actually write down a step-by-step process of how to compute CP and CMs. This’ll make it easier for me to include FDG in my campaigns and test fights.