Counter-Grappling was an addendum to GURPS Martial Arts: Technical Grappling described 12 January 2018 by Douglas Cole in the forums, saying he incorporated it into pg 24 of Dungeon Grappling for d20 (unclear if also in Fantastic Dungeon Grappling.
- You can always attempt to grab a foe back.
- Attack normally, and if you hit roll for CP—though both the hit roll and the damage roll may be penalized due to the grapple that’s on you!
- You may apply that damage either to put CP on your opponent, or to reduce the CP your opponent has on you.
- You may freely allocate control between increasing the CP on the foe and reducing CP applied by foes on the grappler making the attack roll.
This has many advantages over Break Free since that can only be used to decrease Control Points until it reaches 0, and excess beyond that only establish CP on an opponent at a ratio of 2:1.
Break Free still has unique benefits though, such as:
- it can be trained up as a technique, general grappling cannot, being the primary use of a combat skill
- certain traits add benefits to Break Free rolls but not general grappling
- break free does not suffer hit location penalties (much like improving an existing grapple) but establishing a new grapple DOES