There are the grapple rules from Races of War:
Advanced combat is a somewhat disingenuous name, as it implies that these rules are more complex than the "basic" rules found in the PHB. In truth, some of them are and some are not. Mostly, we look at these rules as a revision of the existing rules to make them more useful to players and DMs. In part that means taking incomprehensible portions of the combat system (grapple, for example), and cutting them down into discrete actions people can actually use without a half-hour argument. Partly this means taking basic combat actions and making sure that they have a valid purpose at all levels of play.
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Grapple is collectively 3 separate maneuvers that all fall under the super-heading of "grappling". Any grapple attempt provokes an attack of opportunity unless your attack has the edge.
These three manoeuvres are: grab on, Hold down, and lift. When combined with the Tome of Battle manoeuvres that provide for some fairly judo/akido like moves, you should have a fairly straightforward martial arts system. You may also want to look at the Tome of Tactics (homebrew) or the Cthonic Serpent homebrew school or 8 more lesser disciplines. They all offer "grapple" mechanics or powers that should, if synergized, offer an appropriate milieu for your wrestler.
I think there are some suggestions I can offer, but first I wanted to check with one of the comments that you have made.
You say that characters with a d6 in shooting can't hit. This seems a little off because the odds for hitting a TN of 4, i.e. a target at short range with no cover, are 75% for a Wild Card. I certainly have players in my games with d4s and d6s in shooting that have no problems with hitting, especially once you take into consideration how frequently a d4 will explode (1 in 4 chance).
Assuming that you are applying the rules properly, I can suggest a few things that will improve the situation:
Melee Combat
Ganging Up - This gives +1 to hit for every ally in combat with your foe up to +4. Even if a character isn't hitting they can assist with giving bonuses to other people.
Push Manoeuvre - This relies on the Strength Attribute rather than Fighting Skill, and allows you to move the target around, cause damage if you have a shield, or knock the target prone.
Wild Attacks - These give +2 to hit and +2 damage, and are extremely effective. Watch out for the reduced Parry you get though.
Smarts/Agility Tricks - These have a similar effect to Taunt and Intimidate, but are more dependent on good teamwork as the -2 Parry on a simple success only lasts until the affected creature's next turn.
I'd try and be as flexible as possible as GM when players come up with ideas for tricks. One of the best examples I've ever had is with someone who grabbed a can of baked beans and threw it whilst shouting 'grenade!' - as a successful smarts trick it had all of the enemy diving for cover
Ranged Combat
Aiming - Do nothing for a round whilst you aim and you get +2 to hit, which is very effective.
Using a shotgun (depending on the setting) - gives +2 to all shooting rolls if you fire a single barrel. Makes you more likely to hit an innocent bystander though.
You've also got double tap (+1 to hit and damage), and three round burst (+2 to hit and damage) with certain weapons.
Other general comments
There are a few general Edges that can assist with low skill combat characters. One that springs to mind is Elan, which gives +2 to any roll you make as a result of spending a Bennie.
Consider giving non-combat characters things to do whilst others are fighting. Dramatic tasks are good for this, but get a bit old if overused. For example, your computer hacker is trying to break into a security system so you can escape the room you're in whilst the rest of the group are holding back the drug enhanced super mutants.
Also don't forget that a successful trick, taunt or intimidate with a raise will shake your opponent, making them MUCH easier to wound. For high toughness creatures this becomes a hugely valuable tactic.
Also, there are a couple of general resources that you might find useful:
Savage Worlds Combat Survival Guide - which summarises the options you have, along with suggestions as to when each of these might be used. It should be noted though that there are a couple of new options introduced in the Deluxe version of the rules, e.g. pushes, that are not covered on this sheet.
Whispers From the Pit - Expanded Trickery - which goes into details about tricks and how to run them as GM. ... looks like this site has been corrupted
Best Answer
Fleeing an encounter is difficult in Dungeons and Dragons, Third Edition
Tactically, a creature wanting to end an encounter moves away, usually by taking the action run (Player's Handbook (2000) 127) or double move (PH 126–7). Running is straight-line-only movement of typically 4× the creature's speed but causes the creature to lose its Dexterity bonus to Armor Class and does nothing to obviate any attacks of opportunity that the creature may incur due to its movement. A double move, on the other hand, is safer but slower, allowing the creature to move up to twice its speed and the creature doesn't provoke attacks of opportunity for leaving the space it started from. (Also see Movement on PH 117).1
Likewise, tactically, those who wish to pursue do so by going after the creature, also usually taking the action run or a double move or, if within striking distance, by taking the action charge (PH 124), ending the charge with a grapple attempt (PH 137). Success on the grapple attempt means grappling ensues, and the formerly-fleeing creature's progress is halted unless it escapes the grapple.
This all occurs on the grid or battlemat or whatever playing surface you're using, by the way. Make some room.
Strategically, the Dungeon Master's Guide (2000) provides frankly pretty terrible (albeit nominally realistic and certainly playable) rules for Evasion and Pursuit (70). To summarize, the faster dude wins, yet if speeds are equal make opposed Dexterity checks, with the winner succeeding either in catching up or losing his pursuers, as desired.2
1 This free-space-during-a-double-move idea would later be codified by the 3.5 revision into the action withdraw.
2 If you want more interesting narrative chases, the sort-of D&D 3E compatible Pathfinder Role-playing Game makes its chase procedure available here.