Wrestling and Shoving

The Modernized BECMI Force & Combat Manual

A Unified System for Wrestling, Shoving, and Monstrous Might.

I. Core Definitions & Quick Math #

Every creature has three primary combat ratings based on their Hit Dice (HD) or Level, adjusted by their attributes and size.

  • Hit Roll (HR): d20 + Bonus vs. Armor Class (AC). (To hit with weapons or initiate a grapple).
  • Force Rating (FR): d20 + Bonus vs. Force Defense (FD). (To push, trip, throw, or maintain a grapple).
  • Force Defense (FD): 10 + [Str or Con Mod] + [Size Mod] + [Armor Bonus]. (Your physical “Stance”).

Improving the “Size” Problem #

BECMI Wrestling often broke down when a Halfling tried to wrestle a Giant. Use your Size Modifiers from the Force Maneuver Sheet:

  • The Leverage Rule: For every size category the target is larger than you, you take a -4 penalty to your FR roll to maintain the hold.
  • The “Weight of the World” Rule: If you are Grappled by a creature two sizes larger than you (e.g., a Human grappled by a Dragon), you are automatically Pinned/Restrained; you cannot attempt an Escape roll unless you have Master (MS) rank or higher.
Size CategoryFD ModShove DieShove Resist
Tiny (<2′)-2d21
Small (2′-4′)-1d42
Medium (4′-7′)+0d63
Large (7′-12′)+2d84
Giant (12′-25′)+4d105
Immense (25’+)+8d126

The “Steel Shell” Mechanics #

1. The Mass Advantage (FD)

Heavy armor (Chain/Plate) adds its FD Bonus to your total Defense. This makes it significantly harder for an opponent to Push (FR) or Trip a knight.

  • Example: A Knight in Plate (FD +4) and a Shield (FD +2) has a +6 base bonus to resist being shoved, before adding Strength or Level.

2. The Agility Penalty (HR/FR)

Because wrestling requires leverage and positioning, the bulk of heavy armor hinders your offensive Hit Rolls (HR) and Force Ratings (FR) during a grapple.

  • Plate Penalty: A character in Plate takes a -3 penalty to their FR when trying to Initiate or Maintain a Wrestling hold. They are essentially “clumsy” wrestlers but “heavy” targets.

3. The “Tin Can” Weakness

While Plate is great for Force Defense (FD), once a character in Plate is Pinned or Restrained (at Mastery Rank EX or higher), they suffer an additional -2 penalty to their Escape rolls because they cannot easily contort their limbs to break the hold.

Armor TypeFD BonusFR PenaltySpecial Property
None+0+0Slippery: +2 to Escape rolls.
Leather+1+0Supple: No penalties.
Chain+2-1Mesh Grip: +1 to Maintain holds.
Plate+4-3Immovable: Cannot be Thrown by same-size foes.
Shield+2-4Encumbered: Cannot initiate Grapple.

II. The Shove (Displacement) #

The Shove replaces a normal attack and is treated as a Two-Handed attack (Initiative penalty; lose Shield/Mastery AC bonuses). 

  1. The Hit: Roll HR vs. Defender’s AC (Ignore base armor AC; magic/shield/Dex apply).
  2. The Force: Roll Shove Die + FR vs. Resist Value.
    • Resist Value = Table Base + 1/2 Defender’s HD + Str Mod + Force Rating.
  3. The Result:
    • Success: Push 5′ and move into their space. Disrupts spellcasting.
    • Double Success (2x Resist): Push 10′; Defender must Save vs. Paralysis (-2) or fall Prone.
    • Overwhelming (4x Resist): Push 15′; Defender falls Prone (no save) and takes 1d6 dmg per 2 Force points if hitting a wall.

III. Wrestling (Control) #

🚫 Wrestling Restrictions

  • Eligibility: Any character class, humanoids, and formerly-humanoid undead (Zombies, Ghouls, etc.) may wrestle. Wrestling can be one-sided, wrestling a tiger for example (the tiger will continue to use it’s normal attacks).
  • Armed vs. Unarmed: If attempting to grapple an opponent wielding a weapon, the armed defender always wins Initiative automatically.
  • Monster Intelligence: Unintelligent monsters prioritize standard attacks (Bite/Claw) over Wrestling unless magically commanded.
  • Immunities:
    • Incorporeal/Amorphous: Wraiths, Spectres, Oozes, Slimes, and Jellies are immune to Wrestling.
    • Planar: Ethereal or Elemental beings can only be wrestled by opponents in the same form.
  • Contact Hazards: Special “touch” effects (Energy Drain, Petrification, etc.) trigger automatically. A wrestler must Save vs. the Effect every round they maintain contact with the creature.

The Gap, The Grip, and The Grind. #

Wrestling is a sustained Force contest resolved in three steps: 

  • Step 1: The Gap (Initiate): Roll HR vs. AC. (Success = You have a hand on them).
  • Step 2: The Grip (Establish): Roll FR vs. FD.
    • Apply -4 Penalty per size category the target is larger than you.
    • Success: Target is Grappled (Both are -4 AC to outside attackers).
  • Step 3: The Grind (Maneuver): Roll FR vs. FD each round to use a Mastery Maneuver.
🤼 The Wrestling Maneuver Table (The Grind) #

After establishing a Grip, roll 1d20 + FR vs. Target FD. Calculate the difference (Success by X) to determine available moves.

Success ByManeuverEffect on Defender
0+Headlock / Tie-upTarget is Grappled. Both are -4 AC to outsiders.
3+Single-Leg TripTarget is Prone but can still attempt an escape next turn.
5+Bear Hug / Gator RollDeal 1d4 + STR dmg. Target is Restrained (0 Move).
7+Double-Leg TakedownTarget is Prone & Restrained. They take -2 to Escape rolls.
10+Hip Throw / Fireman’sMove target 5′; they fall Prone and take 1d6 + STR dmg.
15+Suplex / PowerbombMove target 10′; they are Prone and take 2d6 + STR dmg.
20+Joint Lock / ChokeTarget is Helpless. Must Save vs. Death or fall unconscious.

🎨 Move Descriptions (Flavor & Mechanics)

  • Gator Roll: Used when the target is already Prone or in a Headlock. You roll your weight over them, dealing crushing damage and preventing them from standing up.
  • Fireman’s Carry: You use the target’s own momentum against them. If they charged you this round, you gain +2 to your FR roll for this specific throw.
  • Single vs. Double Leg: A Single-Leg is easier (Success by 3) but only trips them. A Double-Leg (Success by 7) drives them into the dirt, making it much harder for them to wiggle free.

The Escape (Defender’s Action)

In BECMI, “Escaping” was often impossible against high-HD monsters. With this system, the defender has a fighting chance:

  • Escape Attempt: The defender uses their action to roll FR vs. your FD (or their Acrobatics/Dexterity vs. your FD). On a success, the Grapple ends; If on a success of 5 or more the Defender moves 5′ to an adjacent square.
  • Reversal (Mastery EX+): If the defender succeeds on an escape roll by 10 or more, they immediately become the Grappler, putting the original attacker in a hold.

The “Greased” Option

As a callback to classic D&D tropes: A character in Leather or No Armor who applies oil to their body/armor gains a +5 bonus to their FD specifically against Initiating a Grapple, but takes a -5 penalty to their own FR to Maintain a hold.

🥋 Mastery & Tactical Options #

Your Weapon Mastery Rank now acts as a “Floor” or a “Bonus” to these rolls, allowing high-level wrestlers to pull off complex moves even on mediocre rolls.

RankFR/HRMastery Maneuvers
BS+0None
SK+2You may choose any maneuver from the Success By 3+ tier even if you only succeed by 0.
EX+4The Reversal. If you succeed on an Escape roll by 5+, you may immediately apply a Single-Leg Trip or Headlock as a free action.
MS+6Chain Wrestling. If you already have a target in a Headlock, you gain a +4 bonus to your next FR roll to transition into a Gator Roll or Suplex.
GM+8Iron Grip. Your maneuvers ignore Size Penalties up to two categories. You can Fireman’s Carry an Ogre if you succeed by 10.

If a character has Weapon Mastery (Wrestling/Gauntlet), they can mitigate these penalties:

  • Skilled (SK): Reduce your Armor’s Wrestling Penalty by 1.
  • Expert (EX): You may use your Plate’s FD Bonus as a Damage Bonus when performing a Bear Hug (crushing them against your breastplate).
  • Master (MS): Armor Spikes/Edges. Any creature attempting to Grapple you takes 1d6 damage every round the hold is maintained.
  • Grand Master (GM): Iron Juggernaut. You ignore all Wrestling Penalties from Plate Armor and gain a +4 bonus to FR when using your weight to Pin a foe.

Countering Monsters with Mastery

  • Expert (EX) Force Defense: You may add your Shield’s AC Bonus to your FD against a Giant’s “Throw Boulder” or “Stomp” ability.
  • Master (MS) Wrestling: You can Grapple creatures two sizes larger (like an Ogre) without the standard size penalty, representing “Climbing the Colossus” to find a joint-lock.
  • Grand Master (GM) Force: You can use your FR to trip a Gargantuan dragon, representing a perfectly timed strike to its center of gravity as it lands.

IV. Combat Interactions & Tactics #

  • The Defensive Shove: Use a Shove to break a Grapple. On success, you are free and the attacker is pushed 5′ away.
  • The Feint: d20 + HR + Cha vs. Insight (10 + Wis + HD). Success reduces target’s AC & FD by your Mastery Penalty (up to -10 at GM).
  • The Takedown Combo: Use a Shove to knock a target Prone (2x Resist), then immediately Wrestle. The Prone target takes a -2 penalty to their defense.
  • Bracing: Forfeit movement for +2 Resist and immunity to Shove-related Prone saves. 

V. Monstrous Force Traits #

  • Improved Grab: Specific attacks (Bite/Claw) grant a Free FR check to Grapple.
  • Crushing Weight: Huge+ monsters deal automatic dmg equal to their FR at the start of every round to grappled foes.
  • Swallow Whole: If a target is Restrained by a monster 2 sizes larger, monster rolls FR vs FD to swallow.
    • Escape: Cut free vs. Static FD (10 + Monster Con) using Light weapons only.
  • Climbing the Colossus (MS Wrestling): You ignore size penalties when grappling creatures 2 sizes larger than you.

This Bestiary Supplement provides the HRFR, and FD statistics for a selection of iconic BECMI-style monsters. It highlights how your new system handles high-HD threats, massive sizes, and specialized monstrous maneuvers. 

🛡️ Monster Force Defense (FD) & Resist Table

A quick reference for the base “Push/Shove” difficulty of these creatures.

CreatureSizeHDFRFDShove ResistSpecial Property


Normal Rat
T<1+092Hard to pin; +2 to Escape rolls.


Kobold
S1/2+0103Swarm: +1 FR for every adjacent ally.
GoblinS1-1+1+09Swarm: +1 FR for every adjacent ally.


Orc
M1+2124Brute Push: Can Shove as a Bonus Action.


Owlbear
L5+7168The Hug: Free Grapple if 2 claws hit.


Ogre
L4+81810Club Smash: On a successful HR, target must roll FD or be knocked Prone.


Giant (Hill)
H8+122214Stomp: Area Shove (10′ radius). Throw Boulder: Targets must roll FD or be pushed 10′ and knocked Prone.


Dragon (Gold)
G11+203225Immense: Auto-Pin if grappled. Tail Sweep: Targets in a 20′ cone must roll FD vs the Dragon’s FR or be Thrown.

🦖 Signature Monstrous Maneuvers #

These abilities leverage the Force Rating (FR) system to create unique tactical threats.

  1. The Constrictor’s Coil (Giant Snake/Purple Worm)
  • Special Trigger: If the creature hits with a Bite or Tail attack, it may immediately make a Free FR check to Grapple the target.
  • Crushing Weight: At the start of the monster’s turn, any creature currently Grappled takes Bludgeoning damage equal to the monster’s FR
  1. The Earth-Shaking Stomp (Giants/Behemoths)
  • Action (Shove Variant): The creature stomps the ground. All Medium or smaller creatures within 10 feet must roll their FD vs. the Monster’s FR.
  • Failure: The targets are pushed 5′ away and must Save vs. Paralysis or fall Prone.3. Flying Snatch(Griffon/Roc)
  • Maneuver: While flying, the creature can make an HR vs. AC roll to “Snatch” a target.
  • The Lift: If successful, it follows up with an FR vs. FD check. On success, the target is Grappled and immediately lifted into the air.
  • The Drop: On its next turn, the creature can use a Shove (Double Success) to “launch” the player out of its claws, dealing standard falling damage. 
  1. Slime & Grime (Oozes/ Carrion Crawlers)
  • Adhesive Grip: Any creature that hits an Ooze with a melee attack must roll FD vs. the Ooze’s FR.
  • Failure: The weapon is Grappled by the ooze. The player must use an action to make a Shove (Resist) check to pull the weapon free.

💡 DM Design Tip: Determining Shove Resist #

To quickly generate a Shove Resist for any monster not listed here, use this formula:

Resist = [Size Base] + [1/2 Monster HD] + [Str Mod] + [Force Rating]

  • Example: A Green Slime is Medium (Base 3) with 2 HD (+1). Even without a Str mod or Force Rating, its Resist is 4, making it surprisingly stubborn to move.

🛡️ Weapon Mastery: The Shove (Tactical Displacement) #

Here is the Shove Weapon Mastery progression, designed to work with Shields, Polearms, and Heavy Bludgeons.

Available for: Shields, Polearms, Staves, and Great-Hammers.

RankHRFRMastery Maneuvers & Perks
BS+0+0Shield Brace: Add your Shield AC bonus to your Shove Resist value.
SK+1+2Follow-Through: After a successful Shove, you may make one melee attack at -2 HR.
EX+2+4Driving Charge: If you move 10′ before Shoving, you roll your Shove Die twice and take the better result.
MS+3+6Wallop: A “Double Success” (2x Resist) now pushes the target 15′ (instead of 10′) and deals 1d8 + Str damage.
GM+4+8Juggernaut: You may Shove creatures up to two sizes larger than you without the standard size penalties.

⚔️ Specialized Weapon Interactions #

Different weapon types gain unique “Force” properties when used to Shove.

  1. The Polearm (Reach Shove)
  • Leverage: You can attempt a Shove from 10′ away.
  • Set vs. Charge: If a creature moves toward you, you can use your Reaction to Shove them. If successful, their Movement Phase ends immediately (referencing your p. 102b rule).
  1. The Great-Hammer / Maul (Impact Shove)
  • Heavy Momentum: On a successful Shove, the defender takes a -2 penalty to their Saving Throw vs. Paralysis to stay standing.
  • Crushing Blow: If you roll 4x the Resist number, the target is not just pushed; they are Stunned for 1 round.
  1. The Shield (Shield Bash)
  • Aggressive Defense: When you Shove with a shield, you do not lose your Shield AC bonus for the round.
  • Size Up: Treat your size as one category larger for the Attack Die (e.g., a Medium Human rolls a d8 instead of a d6).

🌪️ Advanced Maneuvers (FR vs. FD) #

At Expert (EX) rank or higher, you can choose to swap your standard “Push” for these specialized Force moves:

  • Sweep (Polearms/Staves): Instead of pushing back, you move the target 5′ to the left or right. If the target fails their Save vs. Paralysis, they fall Prone.
  • Shield Pin: If you Shove a target against a wall, you can choose to not move them. Instead, they are Restrained as long as you maintain the “Shove” each round (rolling FR vs. FD).
  • Vault (Staff only): You use the staff to Shove yourself off the opponent. You move 10′ backward, and the defender is pushed 5′ back. Neither of you provoke attacks of opportunity for this movement.

This Combat Sidebar is designed to be pasted directly onto a character sheet or DM screen. it condenses the Ascending ACHR/FR, and Mastery rules into a quick-reference format.

⚔️ Combat Maneuver Sidebar (HR/FR/FD) #

Core Definitions

  • Hit Roll (HR): d20 + HR Bonus vs. Armor Class (AC). (To hit with weapons/start a grapple).
  • Force Rating (FR): d20 + FR Bonus vs. Force Defense (FD). (To push, trip, throw, or maintain a grapple).
  • Force Defense (FD): 10 + STR/CON Mod + Size Mod + Armor Bonus. (Your physical “Stance”).

I. Force Defense (FD) Modifiers

Size ModifiersBonusArmor FD BonusBonus
Tiny / Small-2 / -1Leather+1
Medium+0Chain / Shield+2
Large / Huge+2 / +4Plate+4
Gargantuan+8Mastery (BS-GM)+1 to +6

II. The Wrestling Flow

  1. The Gap (Initiate): Roll HR vs. AC. (If hit, you have a “hand on them”).
  2. The Grip (Establish): Roll FR vs. FD.
    • Size Penalty: -4 per size category the target is larger than you (Ignored at GM rank).
    • Armor Penalty: -1 (Chain), -3 (Plate), -4 (Shield).
  3. The Grind (Maneuver): Roll FR vs. FD each round to:
Success ByManeuverEffect on Defender
0+Headlock / Tie-upTarget is Grappled. Both are -4 AC to outsiders.
3+Single-Leg TripTarget is Prone but can still attempt an escape next turn.
5+Bear Hug / Gator RollDeal 1d4 + STR dmg. Target is Restrained (0 Move).
7+Double-Leg TakedownTarget is Prone & Restrained. They take -2 to Escape rolls.
10+Hip Throw / Fireman’sMove target 5′; they fall Prone and take 1d6 + STR dmg.
15+Suplex / PowerbombMove target 10′; they are Prone and take 2d6 + STR dmg.
20+Joint Lock / ChokeTarget is Helpless. Must Save vs. Death or fall unconscious.

III. The Feint (Tactical Setup)

  • Action: Replaces one attack.
  • Roll: d20 + HR + Cha vs. Target’s Insight (10 + Wis + Level/HD).
  • Success: Reduce target’s AC & FD by your Mastery Penalty (BS: -2 to GM: -10).
  • Duration: Until the end of your next turn.

IV. Quick Math Formulas

  • My FD: 10 + [Str/Con] + [Size] + [Armor] + [Mastery] = ___
  • My FR (Base): [Level/HD Bonus] + [Str Mod] + [Mastery] = ___
  • My HR (Base): [Level/HD Bonus] + [Dex/Str Mod] + [Mastery] = ___

The Spice Up #

Here is how we can spice up the Shove by weaving in Force ratings and specific mechanical refinements:

  1. The Force Multiplier

To integrate your Force rules, we can use the Force rating to modify the Shove die or the Resist floor.

  • Forceful Attacker: If the attacker has a Force Rating, they add it directly to their Attack Roll. Additionally, for every 3 points of Force, they can increase their die type by one step (e.g., a Medium creature with Force 3 rolls a d8 instead of a d6).
  • Forceful Defender: If the defender has a Force Rating, it is added to their total Resist value. If their Force exceeds the attacker’s Force, the attacker cannot achieve a “Double Success” (the 10ft/prone result) regardless of the roll.
  1. Strategic “Bracing”

To give defenders a choice, we can add a Brace action:

  • Brace: If a creature forfeits their next movement, they gain +2 to their Resist value and are immune to the “Paralysis Save” from being knocked prone (though they still move the distance).
  1. Critical Shoves (The “Force Blast”)

Since you have a mechanic for rolling 4x the Resist number, let’s make that feel legendary:

  • Overwhelming Force (4x Resist): The defender is launched 15′, falls prone (no save), and takes 1d6 damage for every 2 points of the attacker’s Force rating if they strike a solid object (wall, pillar, etc.).
  1. Terrain & Hazards

Since Shoving is about movement, the environment should matter:

  • Downhill/Uphill: Attacking from high ground grants a +1 to the Attack die. Shoving someone uphill adds +2 to their Resist.
  • The “Pit-Stop”: If a Shove would push a defender into a hazard (fire, a cliff, a Cloudkill), the defender gets an immediate Saving Throw vs. Death Ray to catch the ledge or stop at the very edge.
  1. Weapon Interplay
  • Shield Bash: If the attacker uses a Shield to shove, they do not lose their Shield’s AC bonus for that round, and they treat their size as one category larger for the Attack Die (max d12).
  • Polearms: A creature with a spear or polearm can attempt a Shove from 10′ away, but the Resist value of the defender is at +1 because the attacker has less leverage.

Example Scenario:
Large Ogre (d8 Attack, +2 Str, Force 2) shoves a Medium Fighter (Resist 3, +2 HD, +1 Str = 6 Resist).

  • The Ogre runs 10′ (+1) and rolls a 6 on his d8. Total = 9.
  • Result: 9 is higher than 6. The Fighter is shoved 5′ and his spell is disrupted. If the Ogre had Force 4, that 9 might have been an 11, nearly doubling the Resist!
  1. Breaking the Hold (The Defensive Shove)

If a creature is currently Grappled or in a Wrestling Hold, they can use a Shove to break free. 

  • The Escape: Instead of a standard Wrestling “Roll-off” to escape, the defender can attempt a Shove.
  • Mechanical Benefit: If the Shove succeeds, the defender is not just “free”—the attacker is physically pushed 5′ away, preventing them from immediately re-establishing the hold on their next phase.
  • Force Modifier: If the defender has a higher Force Rating than the grappler, they gain a +2 bonus to this Shove-to-Escape roll. 
  1. The “Push-Out” (Ring Tactics)

In many systems, Shoving an opponent you are already Wrestling is highly effective:

  • The Follow-Through: If you successfully Shove a creature you have already Grappled, you do not need to make a new Hit Roll; you only roll the Shove Table die vs. their Resist.
  • Moving the Pile: If you roll Double the Resist number, you can move with the defender, maintaining your Wrestling hold while displacing them 10 feet. This is perfect for shoving enemies off ledges or into hazards while keeping them pinned. 
  1. Size and Force Interaction

The Shove table provides a clean way to handle size disparities that Wrestling often struggles with:

  • Wrestling vs. Shoving: While a Medium creature might struggle to “Pin” a Large Ogre in Wrestling, they can still Shove it. Using the d6 (Medium) vs Resist 4 (Large) means a high roll or a high Force Rating can still move a superior foe, even if you couldn’t hope to out-wrestle them.
  • Giant-Sized Wrestling: Creatures that are two size categories larger (e.g., a Giant wrestling a Medium Human) are typically immune to being thrown in Wrestling rules. However, with your Shove rules, a Force-boosted roll could still move them 5′, representing a massive impact rather than a technical throw. 
  1. Combo: The Takedown

You can chain these two systems together for a “One-Two Punch”:

  1. Phase 1 (Shove): Shove the target to knock them Prone (by rolling 2x their Resist).
  2. Phase 2 (Wrestle): Immediately initiate a Wrestling Hold. Because the target is Prone, they suffer a -2 penalty to their Wrestling defense roll.

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Updated on February 27, 2026