heirodule
First Post
QFTRaven Crowking said:It would make more sense to give us some actual changes to examine and try, and look at them with a critical eye, wouldn't it?
QFTRaven Crowking said:It would make more sense to give us some actual changes to examine and try, and look at them with a critical eye, wouldn't it?
Glyfair said:PLus, I would be very surprised if a known naysayer would be chosen as a playtester. It wouldn't be because of fear of negative comments in the playtest reports, but because a disgruntled player is a huge threat as a playtest leak.
Brewhammer said:It's entirely, 100% fair to say that. Ultimately it's the DM's job to control the flow of the game.
Please don't take that as a defense of the laughable grappling rules -heh.![]()
Celebrim said:I've never seen anyone who complains about the grappling rules suggest something simplier that doesn't involve lose of detail. The rules can be simplified by drop pinning, but then you can't pin something. The rules can be simplified by dropping the touch attack, but then its easy for big things to grab small fast dodgy nimble things. The rules can be simplified by removing the penalties for grappling, but then the already powerful attack just gets stronger. And so forth.
Brewhammer said:It's entirely, 100% fair to say that. Ultimately it's the DM's job to control the flow of the game. If something's clunky then it's time to find a work around or to simplify it - or even to wing it in the middle of a game. If a game is slow or clunky then that all comes back to the DM.
Shortman McLeod said:Once again, it was interesting to note that when 3e was first released, people praised the "logical" and "intuitive" grapple rules, as compared with the admittedly dreadful grapple rules in 2e and 1e.
Now, however, the designers promise to "clean up" grapple. Sigh.
Shortman McLeod said:Now, however, the designers promise to "clean up" grapple. Sigh.
Patryn of Elvenshae said:What's even more telling, however, is that in 3E people actually use the grapple rules. I never saw that happen in any previous edition game I ever played.
Add me to the group that isn't confused by the grappling rules. They're straightforward and easy, and, as you say, only get complex when you start having to adjudicate special cases. However, with a little experience it's all pretty much straightforward.Celebrim said:Since, no one else will defend the grappling rules, I will.
The existing grappling rules are largely intuitive. They model the sort of things that you would naturally want to do when you choose to grapple. In total, with all of thier complexity, they run about 1500 words (3-5 pages). Most of those words cover special cases. The general, sequence of grab, hang on, and twist is pretty straight forward. In my experience, the main thing that confuses players about the normal process of grappling is the fact that during the grapple, grapple checks are used for two things - attacking and initiating/breaking the grapple. They get confused about the consequences of the two, and for example don't understand that a failed grappling check to do damage (basically a replacement for your attack role) doesn't break the grapple.
I've never seen anyone who complains about the grappling rules suggest something simplier that doesn't involve lose of detail. The rules can be simplified by drop pinning, but then you can't pin something. The rules can be simplified by dropping the touch attack, but then its easy for big things to grab small fast dodgy nimble things. The rules can be simplified by removing the penalties for grappling, but then the already powerful attack just gets stronger. And so forth.