So, I adore the Fight! rules. For a long time, they seemed complicated and unwieldy, so my brother and I decided to make a couple random characters, and just run a few contextless Fights, just to get a feel for the system—we ended up playing just this little minigame for hours every night for a couple weeks, trying different strategies and builds, having a blast.
Now, we started with just the basic moves, adding more as we felt comfortable, and Lock was one of the last moves we experimented with; and I admit that it immediately changed the tenor of the Fights. I know Lock gets a lot of love from BW players because of its ability to bypass the wound-grind, but we were finding that Lock was maybe a little too good at this. Yes, you have to get in close, and you’re exposed for a turn when locking, but once a lock starts, it just feels like the Fight is -over-. The dice penalties are harsh, the locker has a tremendous advantage in maintaining it, and the combat becomes very one-note for a long while. And, maybe even more than this, Lock as written really strains the credibility of the Fight. I think Fight! is a profoundly realistic-feeling system, while still being a fun mind-game, but Lock doesn’t fit. I just cannot begin to visualize how a combatant could completely immobilize an armed and armored full-grown man with one hand, while standing up. Anyone who has play-wrestled for even a moment should know how crazy this sounds, yet it’s fully possible with the Lock rules.
I admit I’m extremely loathe to mess with BW’s rules, but my experience was that Fight! worked perfectly well without Lock, so nerfing it a smidge doesn’t seem like it will break the game. I submit two sub-rules to append to Lock; please tell me if you think they make Lock worthless, or will adversely affect the game:
No Half-Measures
If you are holding anything OR either combatant is standing, your lock maxes out at 2D. If either condition fails while in a lock, the lock immediately reverts to 2D.
Full-Time Job
Taking any action other than Lock while locking decreases the lock by 1D, on the following action.
My hope is that these rules would make lock a little more niche, but still usable, and encourage combinations with throw and tackle, which feels realistic and fun. You can still get a little temporary benefit by grabbing someone, but you lose your grip a little every time you take advantage of it to act.
Love to hear y’all’s thoughts.