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Brevity - a kind of review
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<blockquote data-quote="ValhallaGH" data-source="post: 5594466" data-attributes="member: 41187"><p>I would probably make it super-simple to run Grappling.</p><p>Initiate Grapple, resolve as normal. Both parties are Grappled. A second, successful, offensive grapple makes the victim Pinned.</p><p>Here's the Change:</p><p>Maintaining a Grapple is a Free action, no check required. Without Improved Grapple, you need <em>both</em> hands to maintain the grapple - even with it, you're using your primary hand to grapple (so all other actions are with the Off-Hand, and at -4 without TWF). Trying to move and drag a grappled foe requires a combat maneuver check, as part of the movement (+4 if the foe is Pinned).</p><p>Escaping a Grapple is a Move action (and you can move up to half your speed, without provoking, if you escape). Doing anything else while pinned is at -4 (and you can't Move without escaping).</p><p></p><p>All other combat options are available (to both parties) as if they were not grappled, within the limits of their available hands. This includes situational options not normally part of the combat rules (traps, improvised weapons, environmental effects, and any other creative things that come up).</p><p></p><p></p><p>Effects: A grappled foe can't move, can't make combat reactions, has no threatened area, and is flat-footed against everyone not grappling - a number of benefits that make the trick worthwhile. A pinned foe additionally has -4 AC, -4 to actions that aren't escape, and may not be able to speak; again, a worthwhile condition to inflict.</p><p>Once foes are grappling, they can return to stabbing each other, or punching each other (note that neither has a Threatened area, so Attacks of Opportunity are irrelevant to the wrestlers), or casting spells, or whatever. They have some penalties (and some actions are not available due to needing their hands to Grapple), but they can still move and fight, even with people who are not in the grapple.</p><p>Which means that initiating and resolving the grapple is done with one roll on one round, not over and over again for the rest of the combat. Fast and furious, because that is a <strong>lot</strong> more fun.</p><p>And while a scissors lock or other move may be used to free up both hands, my DM-self declares that to be just as distracting and unbalancing as using an off-hand; therefore the -4 still applies.</p><p></p><p>Helpful?</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5594466, member: 41187"] I would probably make it super-simple to run Grappling. Initiate Grapple, resolve as normal. Both parties are Grappled. A second, successful, offensive grapple makes the victim Pinned. Here's the Change: Maintaining a Grapple is a Free action, no check required. Without Improved Grapple, you need [i]both[/i] hands to maintain the grapple - even with it, you're using your primary hand to grapple (so all other actions are with the Off-Hand, and at -4 without TWF). Trying to move and drag a grappled foe requires a combat maneuver check, as part of the movement (+4 if the foe is Pinned). Escaping a Grapple is a Move action (and you can move up to half your speed, without provoking, if you escape). Doing anything else while pinned is at -4 (and you can't Move without escaping). All other combat options are available (to both parties) as if they were not grappled, within the limits of their available hands. This includes situational options not normally part of the combat rules (traps, improvised weapons, environmental effects, and any other creative things that come up). Effects: A grappled foe can't move, can't make combat reactions, has no threatened area, and is flat-footed against everyone not grappling - a number of benefits that make the trick worthwhile. A pinned foe additionally has -4 AC, -4 to actions that aren't escape, and may not be able to speak; again, a worthwhile condition to inflict. Once foes are grappling, they can return to stabbing each other, or punching each other (note that neither has a Threatened area, so Attacks of Opportunity are irrelevant to the wrestlers), or casting spells, or whatever. They have some penalties (and some actions are not available due to needing their hands to Grapple), but they can still move and fight, even with people who are not in the grapple. Which means that initiating and resolving the grapple is done with one roll on one round, not over and over again for the rest of the combat. Fast and furious, because that is a [b]lot[/b] more fun. And while a scissors lock or other move may be used to free up both hands, my DM-self declares that to be just as distracting and unbalancing as using an off-hand; therefore the -4 still applies. Helpful? [/QUOTE]
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