I like your idea with the Improved Grapple and my idea for Grab. I don't like opposed grapple checks myself.
How about adding this as a secondary effect of Improved Grapple:
If you are grabbed and someone attempts to take a Grapple action (Pin, Crush, etc.) against you before you can act to escape the grab, you can make an opposed grapple check to attempt to resist their maneuver. Even if you succeed at this opposed roll, you are still treated as Grabbed.
Like you said about these rules representing skill and such, this would allow an experienced wrestler/jiujitsu type possibly avoid being thrown.
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I've got rules for multiple grapplers - each two creatures/characters of a given size = one size larger.
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I wasn't referring to multiple grapplers here, just that someone grappling a larger target (halfling grappling a human, human grappling an ogre) isn't going to immobilize them on a pin, but they could lock a single limb. Thus it would take several smaller creatures to completely pin a larger target.
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That could work, but does it still follow the normal TWF rules (i.e., light offhand weapon reduces the penalty)?
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I'd say no. People have symmetrical strength despite being left or right handed. Having a lighter weapon in one hand would actually throw off balance and coordinated speed I would think. A lighter weapon doesn't make either attack more accurate. Two weapon fighting is extremely difficult to pull off accurately and the penalties to attack should reflect this and not be diffused by something so easily corrected as taking a lighter weapon.
I believe this rule on lighter weapons was made only to control damage and 'balance' the damage output with like a two handed weapon.
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+6 at L16 isn't bad; it's about what you'd gain from a shield. I think I'd keep the TWD feat and just make it scale, though. Having one feat for TWF and one for TWD is good, I think, otherwise it gives two-weapon fighters too much of a boost.
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I won't argue with you on this. You want a separate feat for defense, ok for you. My reason though for combining them is that once you learn two weapon fighting, you've just learned two weapon defense also. TWD just means that you are using your offhand to parry or deflect their incoming attacks or feint in such a manner that makes it more difficult for them to hit you instead of using your offhand to stab at their vitals and hurt them. Its the technique that matters, not whether you are using the technique to swing at their body or their incoming attack.
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How would this interact with a flurry of blows? Since it's an offensive maneuver, I'd say you can't combine them - if you want to fight defensively, you'd just have to use your normal attacks.
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I would allow it, to a point. I would say that if your BAB is reduced below +0, you cannot attack.
Example: 5th level Monk (BAB +3, Flurry +2/+2) wants to flurry AND use CE. He can only a 1 point step from BAB to AC, bringing his flurry BAB down to +1/+1 (CE cannot be used to reduce BAB below +1). If he did NOT want to flurry, but still use CE, he could take 2 points from BAB to AC, reducing his attack to +1 from +3.
I think I would allow it much for the same reason I would combine TWF and TWD. Its the technique. You learn the technique and whether you use it to strike at your opponent to hurt them or use it to intercept incoming attacks is irrelevant.
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Someone attacking with a two-handed already gets Str x1.5. The additional effects are similar to what I've already given to the fighter, and giving someone free whirlwind attacks... I dunno. I mean, WWA isn't all that powerful, but this seems more like a PrC ability than a feat.
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Yes, two handed already gives X1.5, but one minor note is that with this feat, the fraction rounds up--that's an extra point of damage with each successful attack.
I'll admit I was stretching for something when I came up with WWA. It seems like a cool thing; someone wielding a polearm or greatsword and just swing it around and smacking the hell out of everyone around him. That could go if you wanted. But I'd keep the X2 str damage at 16th as kind of a reward for those fighter types that focus on combat and don't branch out into other areas that reduce their BAB.