Fantastic Dungeon Grappling: How to Compute Control Points and Thresholds
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.
- Get your ST value. For Nangrick, that’s 13.
- Add your lifting ST to than. For Nangrick, that’s 3 for a total of 16.
- 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).
- 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.
- 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:
- She has ST 15.
- She has an additional Lifting ST 6, for 21 total.
- She has Wrestling at DX+7 and Wrestling Master, so a total of 28.
- She has Wrestling at more than DX+4, so she uses the CP (DX+4) column.
- 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.