Fixing the Grappling rules?

T-Bone JiuJitsu

First Post
Anyone want to share their house rules on Grappling?

Here are a few that I am considering for my campaign.

Escaping a Grapple is a move equiv. action (not a Standard action)
Using the Escape Artist Skill to escape a Grapple is a move equiv. action (not a full round action).
Grapplers do not get their Dexterity bonus to AC, even against the opponent they are grappling.
A character in a grapple may drag his grappled opponent down to a Prone position (both grapplers are now prone) as a move equiv. action by winning an opposed grapple check with a +2 circumstance bonus.
Ranged attacks against a Grappler has a 50% chance of hitting either grappler. (Normal rule) Melee attacks against a Grappler have a 25% chance of hitting the wrong grappler.
Spellcasters, if not "Pinned" can cast spells with a successful concentration check as if they were casting defensively with a -8 penalty to the roll.
 

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Just a few minor corrections:

T-Bone JiuJitsu said:
Escaping a Grapple is a move equiv. action (not a Standard action)

Escaping a grapple is not a standard action but a single melee attack, if a character has multiple attacks they may continue with further grapple attempts or other melee attacks.

Using the Escape Artist Skill to escape a Grapple is a move equiv. action (not a full round action).

Using Escape Artist to escape a grapple is a standard action not a full round action.

The spellcaster grapple change looks pretty cool and the chance to strike another grappler in melee looks great too (equal to the % chance to hit the other combatant with an AoO in a successful bullrush).
 

My only note is that a character with sneak attack is going to be utterly devastating in a grapple since characters lose their dexterity.
 

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