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Complexity of an Attack: examples?
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<blockquote data-quote="MerricB" data-source="post: 3435513" data-attributes="member: 3586"><p>The trouble is that you haven't properly envisioned the action. The action is "The PC makes an unarmed attack", not "The PC grapples the opponent, then pins him, then damages him". The effect you want is to deal unarmed damage to the opponent, nothing more - thus, it's an unarmed attack. The way it looks is entirely in the mind of the players.</p><p></p><p>Grappling reads as complicated, but it basically boils down to: "If you want to do something in a grapple, make an opposed grapple check".</p><p></p><p>For AD&D, the original grappling system was...</p><p>1). Determine first attack based on...</p><p>a) surprise</p><p>b) charging to attack</p><p>c) higher Dex</p><p>d) higher die roll - in that order</p><p>2) Base score to grapple</p><p>a) +1% per point of attacker's Dex</p><p>b) +10% if defender in leather or padded</p><p>c) +20% if defender in chain, ring or scale</p><p>d) +30% if defender in banded, plate or splint</p><p>e) +20% if defender slowed or stunner</p><p>f) -10%/3" if opponent base movement 3" faster</p><p>g) -20% if opponent hasted</p><p>3) if a hold is gained, roll dice again to determine what hold gained. Modifiers:</p><p>a) +1% per point of attacker's Dex</p><p>b) +1% per point of attacker's Str</p><p>c) +1% per 10% point of attacker's Str over 18</p><p>d) +10% opponent slowed</p><p>e) +20% opponent stunned</p><p>f) +30% opponent helpless</p><p>g) +/-5% per 10% weight difference (attacker)</p><p>h) +/-5% per 10% height difference (attacker), halved if prone</p><p>i) -2% per point of defender's Dex over 14</p><p>j) -1% per point of defender's Str over 12</p><p>k) -1% per 10% point of defender's Str over 18</p><p>l) -10% opponent wearing banded or plate mail</p><p>m) -10% opponent wearing gorget and helmet</p><p>n) -10% opponent wearing shield</p><p>4) Look up result on this table:</p><p>a) under 21 - waist clinch, opponent may counter, no damage</p><p>b) 21-40 - arm lock//forearm/elbow smash, 1+Str bonus damage</p><p>c) 41-55 - hand/finger lock/bite, 2+Str bonus damage</p><p>d) 56-70 - bear hug/trip, 3+Str bonus damage</p><p>e) 71-85 - headlock//flip or throw, 5+Str bonus damage</p><p>f) 86-95 - stranglehold//head butt, 6+Str bonus damage</p><p>g) over 95 - kick/knee/gouge, 8+Str bonus damage, opponent stunned</p><p>(any hold remains in place until opponent rolls a better hold; damage accrues until hold is broken or attacker opts for better hold; opponent may still inflict damage with lesser holds noted by double slashes).</p><p></p><p>No wonder it got replaced in UA!</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3435513, member: 3586"] The trouble is that you haven't properly envisioned the action. The action is "The PC makes an unarmed attack", not "The PC grapples the opponent, then pins him, then damages him". The effect you want is to deal unarmed damage to the opponent, nothing more - thus, it's an unarmed attack. The way it looks is entirely in the mind of the players. Grappling reads as complicated, but it basically boils down to: "If you want to do something in a grapple, make an opposed grapple check". For AD&D, the original grappling system was... 1). Determine first attack based on... a) surprise b) charging to attack c) higher Dex d) higher die roll - in that order 2) Base score to grapple a) +1% per point of attacker's Dex b) +10% if defender in leather or padded c) +20% if defender in chain, ring or scale d) +30% if defender in banded, plate or splint e) +20% if defender slowed or stunner f) -10%/3" if opponent base movement 3" faster g) -20% if opponent hasted 3) if a hold is gained, roll dice again to determine what hold gained. Modifiers: a) +1% per point of attacker's Dex b) +1% per point of attacker's Str c) +1% per 10% point of attacker's Str over 18 d) +10% opponent slowed e) +20% opponent stunned f) +30% opponent helpless g) +/-5% per 10% weight difference (attacker) h) +/-5% per 10% height difference (attacker), halved if prone i) -2% per point of defender's Dex over 14 j) -1% per point of defender's Str over 12 k) -1% per 10% point of defender's Str over 18 l) -10% opponent wearing banded or plate mail m) -10% opponent wearing gorget and helmet n) -10% opponent wearing shield 4) Look up result on this table: a) under 21 - waist clinch, opponent may counter, no damage b) 21-40 - arm lock//forearm/elbow smash, 1+Str bonus damage c) 41-55 - hand/finger lock/bite, 2+Str bonus damage d) 56-70 - bear hug/trip, 3+Str bonus damage e) 71-85 - headlock//flip or throw, 5+Str bonus damage f) 86-95 - stranglehold//head butt, 6+Str bonus damage g) over 95 - kick/knee/gouge, 8+Str bonus damage, opponent stunned (any hold remains in place until opponent rolls a better hold; damage accrues until hold is broken or attacker opts for better hold; opponent may still inflict damage with lesser holds noted by double slashes). No wonder it got replaced in UA! Cheers! [/QUOTE]
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