Anyone streamlined Jump and/or Grapple

WSmith

First Post
Since the search is disabled, and as far back as I can tell there was no post, has anyone made the jump skill any easier (I may be misinterpreting it). Maybe something like: anyone can jump their height in distance, but for every foot beyond a DC increases by 4.

Grapple: I think I understand how it works, but is there a simpler way to do it? It seems a little overcomplicated for a simple man like me. :D
 

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I'm unclear how each of these is to complicated? Jump seems real simple to me. Figure out who you are jumping (running or standing, up or across) and roll the jump skill. Then use Jump chart.

Grapple is a little wierder, but once you figure out all the little steps (and the reasons for them) it becomes clearer.
 

Jump (STR; ARMOR CHECK PENALTY)

Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.

Sure it is simple. But why not make it so you don't have to check the chart. Have each character able to jump when standing either their height in distance horizontally, or 1/2 height vertically. for distances beyond that, there is a set DC, maybe 2,3, or 4. This allows for adding ranks and STR mod. The DC can increase by weight carried, by which if it is a negative modifier, might even jump less than their min distance.

Now add running. This gives a bonus to the jump roll, but as the rest of the skill entry states, which is fine as is, you must run at least 20' to get the bonus, and the jump counts to the movement for that round, etc.
 

Maybe I am reading too much into it, but...

Step 1: Grab:
The combatant makes a melee touch attack to grab the target. If the combatant fails to hit the target, the combatant fails to start the grapple.

This makes plenty of sense so far.

Step 2: Hold:
Make an opposed grapple check. If the combatant succeeds, the combatant has started the grapple, and the combatant deals damage to the target as if with an unarmed strike.

But latter in the description it says I could pin or other things. What if I don't want to deal damage?

If the combatant loses, the combatant fails to start the grapple. The combatant automatically loses an attempt to hold if the target is two or more size categories larger than the combatant is (but the combatant can still make an attempt to grab such a target, if that's all the combatant wants to do).

er, What?

Step 3: Move In:
To maintain the grapple, the combatant must move into the target's space. Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the combatant's target.

Logically, shouldn't you be moving in before trying to grab and hold? Why is it step 3?

Step 4: Grappling:
The combatant and the target are now grappling.

But it says in step 2 if it succeded the grapple has started. What am I missing?

If a combatant's target is already grappling someone else, then the combatant can use an attack to start a grapple, as above, except that the target doesn't get an attack of opportunity against the combatant, and the combatant's grab automatically succeeds. The combatant still has to make a successful opposed grapple check to deal damage and must still move in to be part of the grapple.

Again, maybe the rule is not complicated, I don't know cause this seems jumbled to me. Isn't their an easier way to explain it?
 

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