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<blockquote data-quote="Water Bob" data-source="post: 6682265" data-attributes="member: 92305"><p><strong>-- SECOND EDITION GRAPPLE RULES --</strong></p><p></p><p></p><p></p><p>If you look closely, you'll see that the Grapple Rules have been re-written from that in the First and Atlantean Editions (and from standard 3E and 3.5E D&D, for that matter).</p><p></p><p>Here's a quickie look:</p><p></p><p></p><p></p><p></p><p></p><p><strong>STARTING A GRAPPLE</strong></p><p></p><p>1. Make an Unarmed Attack. <strong>Standard Action.</strong> But, on a success, instead of rolling damage, you instead roll a Grapple Attack as a Free Action. On a failure, the grapple is failed, and a standard action is spent. This simulates touching the target but not engaging in full blown grappling yet.</p><p></p><p>2. If the Unarmed Attack is successful, then the target of the grapple gets an Attack of Opportunity on you before you are able to roll the Free Action Grapple Attack. If the AoO does any damage against you, then the grapple check fails here. But, note that, with armor, the AoO could hit you and do no damage (armor soaked it all up), in which case the grapple attempt proceeds.</p><p></p><p>3. If the Unarmed Attack was successful, and the Attack of Opportunity did not deliver any damage (or was ignored because of the Improved Grapple Feat), then you get to roll the <strong>Free Action</strong> Grapple Attack. If successful, you are now considered to be grappling with your foe, and you move into his square as another Free Action. If you fail, you do not move and the grapple attempt ends here.</p><p></p><p>4. You can draw a light weapon using your <strong>Move Action</strong>, if you want, at this time. But, you must follow the rules in the book (you have to roll for it as your foe is trying to keep weapons out of your hands).</p><p></p><p></p><p></p><p></p><p></p><p><strong>GRAPPLING</strong></p><p></p><p>Once you are grappling, both you and your foe are considered to be grappling together. You can attempt one of the following actions:</p><p></p><p>1. Attack Opponent, using an Unarmed Attack, natural weapon, or light weapon. <strong>Standard Action</strong>.</p><p></p><p>2. Cast A Spell. <strong>Special</strong>.</p><p></p><p>3. Damage Opponent. By crushing his windpipe, choking, battering his head against the wall, or some other similar attack. <strong>Full Action</strong>.</p><p></p><p>4. Draw A Light Weapon. <strong>Move Action</strong>.</p><p></p><p>5. Escape From Grappling. <strong>Full Action</strong>. But, if Escape Artist is used, it's a <strong>Standard Action</strong>.</p><p></p><p>6. Move. Dragging your foe to the wall in order to bash him against it in the next round. <strong>Standard Action</strong>. </p><p></p><p>7. Retrieve Spell Component. <strong>Full Action.</strong></p><p></p><p>8. Pin Opponent. <strong>Full Action</strong>.</p><p></p><p>9. Break Another's Pin. <strong>Full Action.</strong> </p><p></p><p>10. Use Opponent's Weapon. <strong>Standard Action</strong>.</p><p></p><p></p><p></p><p></p><p></p><p><strong>ENDING A GRAPPLE</strong></p><p></p><p>As a<strong> Full Action</strong>, using your Grapple Attack, or as a <strong>Standard Action</strong>, using Escape Artist, your foe can break out of the grapple by winning this toss. If successful, then you are moved out of the same square with your grappling foe to one of the immediate surrounding squares.</p><p></p><p>If your foe wants to continue the grapple at this point, your foe gets an Attack of Opportunity on you at this point unless you have the Improved Grapple Feat.</p><p></p><p>If the AoO doesn't occur, or if it doesn't deliver any damage, then you can take a <strong>Free Action</strong> to try and continue the grapple. If successful, move into the target's square and perform any Standard and Move or Full Action from the list above. If the AoO delivers even 1 point of damage, the grapple is over.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6682265, member: 92305"] [b]-- SECOND EDITION GRAPPLE RULES --[/b] If you look closely, you'll see that the Grapple Rules have been re-written from that in the First and Atlantean Editions (and from standard 3E and 3.5E D&D, for that matter). Here's a quickie look: [b]STARTING A GRAPPLE[/b] 1. Make an Unarmed Attack. [b]Standard Action.[/b] But, on a success, instead of rolling damage, you instead roll a Grapple Attack as a Free Action. On a failure, the grapple is failed, and a standard action is spent. This simulates touching the target but not engaging in full blown grappling yet. 2. If the Unarmed Attack is successful, then the target of the grapple gets an Attack of Opportunity on you before you are able to roll the Free Action Grapple Attack. If the AoO does any damage against you, then the grapple check fails here. But, note that, with armor, the AoO could hit you and do no damage (armor soaked it all up), in which case the grapple attempt proceeds. 3. If the Unarmed Attack was successful, and the Attack of Opportunity did not deliver any damage (or was ignored because of the Improved Grapple Feat), then you get to roll the [b]Free Action[/b] Grapple Attack. If successful, you are now considered to be grappling with your foe, and you move into his square as another Free Action. If you fail, you do not move and the grapple attempt ends here. 4. You can draw a light weapon using your [b]Move Action[/b], if you want, at this time. But, you must follow the rules in the book (you have to roll for it as your foe is trying to keep weapons out of your hands). [b]GRAPPLING[/b] Once you are grappling, both you and your foe are considered to be grappling together. You can attempt one of the following actions: 1. Attack Opponent, using an Unarmed Attack, natural weapon, or light weapon. [b]Standard Action[/b]. 2. Cast A Spell. [b]Special[/b]. 3. Damage Opponent. By crushing his windpipe, choking, battering his head against the wall, or some other similar attack. [b]Full Action[/b]. 4. Draw A Light Weapon. [b]Move Action[/b]. 5. Escape From Grappling. [b]Full Action[/b]. But, if Escape Artist is used, it's a [b]Standard Action[/b]. 6. Move. Dragging your foe to the wall in order to bash him against it in the next round. [b]Standard Action[/b]. 7. Retrieve Spell Component. [b]Full Action.[/b] 8. Pin Opponent. [b]Full Action[/b]. 9. Break Another's Pin. [b]Full Action.[/b] 10. Use Opponent's Weapon. [b]Standard Action[/b]. [b]ENDING A GRAPPLE[/b] As a[b] Full Action[/b], using your Grapple Attack, or as a [b]Standard Action[/b], using Escape Artist, your foe can break out of the grapple by winning this toss. If successful, then you are moved out of the same square with your grappling foe to one of the immediate surrounding squares. If your foe wants to continue the grapple at this point, your foe gets an Attack of Opportunity on you at this point unless you have the Improved Grapple Feat. If the AoO doesn't occur, or if it doesn't deliver any damage, then you can take a [b]Free Action[/b] to try and continue the grapple. If successful, move into the target's square and perform any Standard and Move or Full Action from the list above. If the AoO delivers even 1 point of damage, the grapple is over. [/QUOTE]
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