My issue with a freeform grappling and wrestling system is that it will fall into the trap of forcing DMs to make rulings on things that require deep thought to rule.
Many DMs will fall into the "roll for everything" trap. DMs will call for 3-4 checks and remove all incentives for grappling by making it too hard to really do anything with it. No one will grapple and you'll go back to 3E where either you were non grappling focus and therefore never grappled because grappling stinks Or your made a grapple PC/NPC and spammed grabs as you had a bunch of bypasses and add-ons.
Grappling is not an easy system to spontaneously think up if you want any depth. One check is too few for advanced grappling. Three or more checks adds too much failure.
I'd prefer if they just put a grappling chart somewhere. The DM can just look up what the PC wants to do and ask for 2 checks or contests to find success. Grapple check then a Wrestle check. Advantage if you use more than one free hand or whatever. DCs for pins, slams, throws, tackles, clinch attacks, locks, strangles, and holds.
In this day and age, D&D should be able to handle a tackle or a slam.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
I would want a basic grappling system similar to 4E, where it is a simple action and some type of movement to resolve the attack or defense. If they want to release a module to get into all the crunchy bits then I could accept that as well.
For any type of hand to hand combat it would be what can you do with one hand, two hands, legs, and body. Then you can add in reach weapons that are for close combat (dagger), adjacent, and reach. Where the dagger would be preferred in hand to hand and a reach weapon would have a penalty.
Then you can add in creature size to the mix, or add advantage or disadvantage when considering the amount of appendages, or what happens when you are held, restrained, etc.
To my mind, what we need is not more grab rules but better ones. The reason nobody used grab in older editions wasn't that the rules didn't let you rip a hobgoblin off his horse and toss him off a cliff, it's because doing so was so action and check intensive that it was never a wise choice. Or, in 3.x if you were built for it and the target wasn't too big, it was so boringly-broken-awesome that players didn't use (or were banned from using) it. I think Haldrik is right that the core mechanic of attack rolls and opposed checks is perfectly capable of handling even the most exotic of wrestling moves, without pages and pages of "here's how you model each of this list of 101 moves you've seen on WWE." Even if you were happy to memorize such a list, it would be purely redundant and restraining in case you wanted move #102. What we need is a package of damage and status effects for actions and checks that makes grab something other than a no-brainer (in one direction or the other). Then flavor it as you choose with realistic college or dramatic TV wrestling moves to taste. But ultimately it's balance that's needed, not specificity or complexity.
1- Make a check (TH, Maneuver, CMB, whatever you wanna call it) to apply the grapple in place of a regular attack.
2- If the grappled target does not free himself untill your next turn, you can make a new check to aplly a condition such as Stun. (grappled person gets a Str save to resist)
That's my suggestion. Simple and useful... not overpowered since it requires more than 1 round to apply Stun and the target can try to free himself meanwhile.
More conditions could be added, maybe, for different locks, stricking to this simple system.
I'd prefer a simple two check system where you can simulate a lot of grappling and wrestling moves.
Use the Grapple check in the playtest, then have another Wrestling check to use a move. If the grappler wins the Wrestle contest, the grappler can use a move.
Slam: The creature is knocked prone and takes falling damage. The grapple ends. Strangle: The creature is restrained, cannot speak, and suffocates until they escape the grapple.. Throw: The creature is pushed 5 feet away and falls prone. The grapple ends. Pin: The creature is knocked prone and is restrained.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
I'd prefer a simple two check system where you can simulate a lot of grappling and wrestling moves.
Use the Grapple check in the playtest, then have another Wrestling check to use a move. If the grappler wins the Wrestle contest, the grappler can use a move.
Slam: The creature is knocked prone and takes falling damage. The grapple ends. Strangle: The creature is restrained, cannot speak, and suffocates until they escape the grapple.. Throw: The creature is pushed 5 feet away and falls prone. The grapple ends. Pin: The creature is knocked prone and is restrained.
How about putting somebody in an arm bar to break their arms?
I'd prefer a simple two check system where you can simulate a lot of grappling and wrestling moves.
Use the Grapple check in the playtest, then have another Wrestling check to use a move. If the grappler wins the Wrestle contest, the grappler can use a move.
Slam: The creature is knocked prone and takes falling damage. The grapple ends. Strangle: The creature is restrained, cannot speak, and suffocates until they escape the grapple.. Throw: The creature is pushed 5 feet away and falls prone. The grapple ends. Pin: The creature is knocked prone and is restrained.
How about putting somebody in an arm bar to break their arms?
Right now there are no rules for such debilitating effects, and in my opinion, it should not have. Swords can't lop off limbs. Shields don't get chopped apart by axes or made unwieldable by spears. Perhaps something that gives disadvantage until a save is made. But I think any sort of move that pretty much ends an opponent should be looked at VERY carefully.