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Post by HearMeRoar on Jul 2, 2008 19:26:37 GMT
And now...for something that, if we get right, will make us legends.
...I want to perfect the grapple rules. I want an easily usable and effective system to replace the gobshite that WotC perpetrated on us.
And so, how shall we do this? Any thoughts? I'll post my notes on the subject later on. I don't have them to hand right now.
[PS - I'm giving 100 karma to the first person to come up with the basis of a good system...and maybe a t-shirt or a mug or something...]
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Post by HearMeRoar on Jul 3, 2008 1:38:48 GMT
I was thinking, once we've simplified the grappling rules so that people can actually use them, how about rewarding players when they use them?
Methinks they'd make a fight more dramatic and different...though we'd have to make sure that the reward isn't too much or people will do it solely for the bonus. I was thinking that characters get bonuses to action rolls or something while they're grappling...
Thoughts?
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Post by HearMeRoar on Jul 3, 2008 1:50:24 GMT
Note, I'll fix the bits I've not done tomorrow Input would be very much appreciated
Second Draft: -
Step 1
First a grapple needs to be established. The person doing the grappling has to be quick enough to do it, as well as strong enough.
So an opposed check (on a D20) from both parties adding both their Dex and Str together. If someone is a bigger size than the other creature/person, they get a bonus. +1 per difference in size.
[Make a note, the monk will get to add his Wisdom too]
If the grappler wins, they grab the opponent.
If the victim wins, they wriggle out. The victim get an attack of opportunity against the guy doing the grabbing if said guy fails a Reflex save of 10 + the victim's Dex + the victim's Reflex Mod.
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Step 2
If the grapple was successful, you can do any number of things; from throwing your opponent, to activating magical items.
The following is a summary of the things you can do in a grapple, and how to go about it.
The DM may rule that other things may be done also: -
[Note - Some of this is still taken from the player's handbook from WotC and may yet still need to be simplified or changed][/b]
You may take any free action.
You may take any action that can be accomplished in a move action, but doing so will prompt an opposed grapple check from the victim.
Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks. You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell: You can attempt to cast a spell while grappling or even while pinned, provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action, such as drawing a circle with powdered silver for protection from evil, is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent: While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check. Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage (see Dealing Nonlethal Damage, page 146). Draw a Light Weapon: You can draw a light weapon as a move action with a successful grapple check.
Hold your opponent: Make an opposed grapple check as a free action. If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike. If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are. In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie. [See below] Not done yet
Escape from Grapple: You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s). Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple. Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple. Retrieve a Spell Component: You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check. Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below). Break Another’s Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned. Use Opponent’s Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action). You don’t gain possession of the weapon by performing this action.
[This still needs a lot of work. I'm going to study the likes of bar-room brawls and what-not to work out what it is grappling rules needs. Throwing opponents in to things comes to mind...The good old fashioned "You're in a tavern" might be a better beginning if you can throw the fiends through the windows... ^_^[/b]
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Step 3
To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.
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Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares: You don’t threaten any squares while grappling.
No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement: You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.
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