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Dragons and grapple
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<blockquote data-quote="KarinsDad" data-source="post: 361875" data-attributes="member: 2011"><p>Actually, I think I understood completely.</p><p></p><p>You are still doing everything I said in my post above.</p><p></p><p>You are combining the Grapple and Bull Rush abilities into one ability.</p><p></p><p>So in the core rules, you can grapple. But, the opponent will not be moved.</p><p></p><p>Or, you can Bull Rush. But, the opponent will not be held.</p><p></p><p>By combining the two, you allow a character to do two core actions (Bull Rush and Grapple) with one opposed check in one round as opposed to two opposed checks in two rounds. So, you can do it much faster and with a single opposed roll.</p><p></p><p>And, regardless of how much you make the Grapple roll by, being allowed to automatically push the opponent by 15 feet (or more if not heavily encumbered) in a round, you are ensuring that the non-existant Bull Rush roll is made by 10 or more automatically.</p><p></p><p>You are also getting to move (into the opponent's space), attack, and move (out of the opponent's space) with this ability which is typically the province of feats (with the exception of Bull Rush).</p><p></p><p>All of this combined is very potent. In fact, it would even be very potent for a feat.</p><p></p><p>This is nowhere near the potency of pinning.</p><p></p><p>Compare this with my suggestion above of Grappling the character in round one and then Bull Rushing him while held in round two. Totally different levels of potency.</p><p></p><p>Course, that's one of the reasons I often took the Sage's advice with a grain of salt. He often seemed to have a difficult grasp of game balance IMO.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 361875, member: 2011"] Actually, I think I understood completely. You are still doing everything I said in my post above. You are combining the Grapple and Bull Rush abilities into one ability. So in the core rules, you can grapple. But, the opponent will not be moved. Or, you can Bull Rush. But, the opponent will not be held. By combining the two, you allow a character to do two core actions (Bull Rush and Grapple) with one opposed check in one round as opposed to two opposed checks in two rounds. So, you can do it much faster and with a single opposed roll. And, regardless of how much you make the Grapple roll by, being allowed to automatically push the opponent by 15 feet (or more if not heavily encumbered) in a round, you are ensuring that the non-existant Bull Rush roll is made by 10 or more automatically. You are also getting to move (into the opponent's space), attack, and move (out of the opponent's space) with this ability which is typically the province of feats (with the exception of Bull Rush). All of this combined is very potent. In fact, it would even be very potent for a feat. This is nowhere near the potency of pinning. Compare this with my suggestion above of Grappling the character in round one and then Bull Rushing him while held in round two. Totally different levels of potency. Course, that's one of the reasons I often took the Sage's advice with a grain of salt. He often seemed to have a difficult grasp of game balance IMO. [/QUOTE]
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