Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Back to First Principles
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JiffyPopTart" data-source="post: 8491118" data-attributes="member: 4881"><p>I agree with OSR systems being a great idea if you want the simplicity in content of BECMI but the modern rules advancements of the 2020s.</p><p></p><p>I will use grapple as an example of why I feel 5e is less complex ruleswise than Basic.</p><p></p><p>This is the first THIRD (it's missing a table) of the grappling rules in Basic....</p><p></p><p>Wrestling (Optional)</p><p>When an unarmed character grabs a victim</p><p>and tries to hold him, pin him, or bear him to</p><p>the ground, this is called "wrestling." Humans,</p><p>demihumans, humanoid monsters, and human-</p><p>shaped undead monsters can all wrestle.</p><p></p><p>Restrictions</p><p>Who May Wrestle: Any character of any class</p><p>or level, most humanoid monsters, and undead</p><p>monsters that were originally human, demi-</p><p>human or humanoid may use wrestling.</p><p>Initiative, Armed vs. Unarmed: When a char-</p><p>acter attempts to wrestle an armed opponent,</p><p>the armed opponent always wins initiative auto-</p><p>matically.</p><p></p><p>Unintelligent Monsters: Unintelligent mon-</p><p>sters will always choose to use their normal at-</p><p>tacks instead of wrestling, unless controlled.</p><p>Monster Immunities: Several types of crea-</p><p>tures are immune to some or all of the effects of</p><p>wrestling: Noncorporeal undead (wraith, spec-</p><p>tre, etc.), oozes, jellies, slimes, and similar crea-</p><p>tures cannot be wrestled. Ethereal or elemental</p><p>creatures can be wrestled only by opponents in</p><p>the same form.</p><p></p><p>Contact Abilities: Special "touch" abilities (en-</p><p>ergy drain, turn to stone, etc.) function normally</p><p>during wrestling if the monster wishes them to.</p><p>For example, a character wrestling a cockatrice</p><p>must make a saving throw vs. turn to stone every round while in contact with the monster.</p><p></p><p>Preparing for Wrestling</p><p>Before the game or a crucial battle, the DM</p><p>should find each character's and monster's wres-</p><p>tling rating (WR).</p><p></p><p><strong><em>Table that didn't cut and paste</em></strong></p><p></p><p>Characters and NPCs Example: A 9th level</p><p>dwarf has a Strength of 17 and a Dexterity of 8;</p><p>he wears chain mail +3 and carries a shield. We</p><p>take his experience level and divide by 2, round-</p><p>ing up (5), his Strength bonus ( + 2), his Dexteri-</p><p>ty penalty (-1), and his basic armor class, not</p><p>counting magic or Dexterity adjustments (AC 4,</p><p>for +4); adding these together, we get his wres-</p><p>tling rating (WR) of 10. If he'd drop his shield,</p><p>his wrestling rating would go up to 11; if he'd</p><p>take off his armor first, it would go up to 15.</p><p>Monster Example: A Snow Ape has 3 + 1 HD</p><p>and wears no armor. We take its HD and multi-</p><p>ply by 2, dropping pluses (6) and add 9 ( + 9); its</p><p>WR is 15.</p><p></p><p>Worse armor classes (for instance, 9) result in</p><p>better wrestling ratings than good armor classes</p><p>(for instance, 2). This is correct. The more armor</p><p>a character is wearing, the harder it is for him to</p><p>wrestle effectively. Remember, magic bonuses</p><p>and Dexterity adjustments do not count toward</p><p>wrestling ratings.</p><p></p><p>Unlike other sections of the rules, in which</p><p>Hit Dice and levels are equated, this section uses</p><p>Hit Dice precisely, so a 25th level fighter still has</p><p>only 9 Hit Dice.</p><p></p><p>Wrestling Procedure</p><p>Each opponent involved in wrestling (whether</p><p>attacking or defending) makes a simple roll of</p><p>1d20 each round. If the character is trying to</p><p>wrestle, he adds his WR to the roll. If he is trying</p><p>to do something else (such as strike, use a dag-</p><p>ger, etc.), he does not add his WR that round.</p><p>The highest roll wins the round. Ties dictate no</p><p>result in that round. In normal wrestling con-</p><p>tests, characters move up and down the follow-</p><p>ing table according to how well they are doing.</p><p></p><p>Free</p><p>Grab</p><p>Takedown</p><p>Pin</p><p></p><p>Before the wrestler wrestles his target, both</p><p>targets are considered free. When one successfully attacks the other, he grabs his victim. If he wins the wrestling roll on the next round, he performs a takedown, bringing his opponent down to the ground and getting to a superior position over him. (If the victim is already down on the ground, the winner still gets into a superior position and sets himself up for the next round.) If he wins another wrestling roll on the next round, he has pinned his opponent.</p><p>This, of course, assumes that the victim isn't</p><p>fighting back. The victim normally does fight</p><p>back. So, each round the two parties are wres-</p><p>tling, each makes his wrestling roll. Compare the</p><p>two 1d20 rolls. The higher roll wins. A tie means</p><p>that there is no change in the characters' relative</p><p>situations. Now, if one character wins one</p><p>round, he moves the other fellow down one level</p><p>(from grab to takedown, for example). If the</p><p>other character wins the next, he moves the combat back up one level.</p><p></p><p>Example: Two characters are wrestling. The</p><p>first fighter has a WR of 15, and the second has a...</p><p></p><p>This was a THIRD of the grapple rules......</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8491118, member: 4881"] I agree with OSR systems being a great idea if you want the simplicity in content of BECMI but the modern rules advancements of the 2020s. I will use grapple as an example of why I feel 5e is less complex ruleswise than Basic. This is the first THIRD (it's missing a table) of the grappling rules in Basic.... Wrestling (Optional) When an unarmed character grabs a victim and tries to hold him, pin him, or bear him to the ground, this is called "wrestling." Humans, demihumans, humanoid monsters, and human- shaped undead monsters can all wrestle. Restrictions Who May Wrestle: Any character of any class or level, most humanoid monsters, and undead monsters that were originally human, demi- human or humanoid may use wrestling. Initiative, Armed vs. Unarmed: When a char- acter attempts to wrestle an armed opponent, the armed opponent always wins initiative auto- matically. Unintelligent Monsters: Unintelligent mon- sters will always choose to use their normal at- tacks instead of wrestling, unless controlled. Monster Immunities: Several types of crea- tures are immune to some or all of the effects of wrestling: Noncorporeal undead (wraith, spec- tre, etc.), oozes, jellies, slimes, and similar crea- tures cannot be wrestled. Ethereal or elemental creatures can be wrestled only by opponents in the same form. Contact Abilities: Special "touch" abilities (en- ergy drain, turn to stone, etc.) function normally during wrestling if the monster wishes them to. For example, a character wrestling a cockatrice must make a saving throw vs. turn to stone every round while in contact with the monster. Preparing for Wrestling Before the game or a crucial battle, the DM should find each character's and monster's wres- tling rating (WR). [B][I]Table that didn't cut and paste[/I][/B] Characters and NPCs Example: A 9th level dwarf has a Strength of 17 and a Dexterity of 8; he wears chain mail +3 and carries a shield. We take his experience level and divide by 2, round- ing up (5), his Strength bonus ( + 2), his Dexteri- ty penalty (-1), and his basic armor class, not counting magic or Dexterity adjustments (AC 4, for +4); adding these together, we get his wres- tling rating (WR) of 10. If he'd drop his shield, his wrestling rating would go up to 11; if he'd take off his armor first, it would go up to 15. Monster Example: A Snow Ape has 3 + 1 HD and wears no armor. We take its HD and multi- ply by 2, dropping pluses (6) and add 9 ( + 9); its WR is 15. Worse armor classes (for instance, 9) result in better wrestling ratings than good armor classes (for instance, 2). This is correct. The more armor a character is wearing, the harder it is for him to wrestle effectively. Remember, magic bonuses and Dexterity adjustments do not count toward wrestling ratings. Unlike other sections of the rules, in which Hit Dice and levels are equated, this section uses Hit Dice precisely, so a 25th level fighter still has only 9 Hit Dice. Wrestling Procedure Each opponent involved in wrestling (whether attacking or defending) makes a simple roll of 1d20 each round. If the character is trying to wrestle, he adds his WR to the roll. If he is trying to do something else (such as strike, use a dag- ger, etc.), he does not add his WR that round. The highest roll wins the round. Ties dictate no result in that round. In normal wrestling con- tests, characters move up and down the follow- ing table according to how well they are doing. Free Grab Takedown Pin Before the wrestler wrestles his target, both targets are considered free. When one successfully attacks the other, he grabs his victim. If he wins the wrestling roll on the next round, he performs a takedown, bringing his opponent down to the ground and getting to a superior position over him. (If the victim is already down on the ground, the winner still gets into a superior position and sets himself up for the next round.) If he wins another wrestling roll on the next round, he has pinned his opponent. This, of course, assumes that the victim isn't fighting back. The victim normally does fight back. So, each round the two parties are wres- tling, each makes his wrestling roll. Compare the two 1d20 rolls. The higher roll wins. A tie means that there is no change in the characters' relative situations. Now, if one character wins one round, he moves the other fellow down one level (from grab to takedown, for example). If the other character wins the next, he moves the combat back up one level. Example: Two characters are wrestling. The first fighter has a WR of 15, and the second has a... This was a THIRD of the grapple rules...... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Back to First Principles
Top