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Fixing the terrible Grapple feat
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<blockquote data-quote="DEFCON 1" data-source="post: 6911735" data-attributes="member: 7006"><p>For my <em>Curse of Strahd</em> campaigns I had PCs start at level 0 with no class selected, but everyone started with a feat of some kind. And because they were new PCs I wanted to take all of the +1 ability bonuses out of some of the feats, which meant adapting or making some more powerful. As a result, I ended up merging many feats together and adjusting them to give a more comprehensive characteristic for a character who selected them. In this particular case, I actually merged parts of both Grappler and Tavern Brawler together to create a stronger unarmed or weapon-less battler character concept:</p><p></p><p><strong>BRAWLER</strong></p><p>- You are proficient with improvised weapons and unarmed strikes.</p><p>- Your unarmed strikes and improvised weapon attacks use a d4 for damage.</p><p>- When you hit a creature with an unarmed strike or improvised weapon on your turn you can use a Bonus action to make an unarmed strike or attempt to grapple the target.</p><p>- Whenever you make a STR (Athletics) check to grapple a creature or escape a grapple, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check.</p><p>- You have Advantage on attack rolls against a creature you are grappling.</p><p>- You can use your Action to try to pin a creature grappled by you-- make another grapple check and if successful both you and your target are Restrained until the grapple ends.</p><p></p><p>This will probably seem OP'd, but bear in mind a lot of the other feats in the PH were reworked and made stronger as well. And in both of my current games, a PC has this feat but it has not even come close to causing any issues because they both focus mainly on their weapons primarily (there is a Blood Hunter and a Barbarian that have them), and only use the Brawler abilities when they make sense or they lose their weapons. I'm sure other more tactically-inclined players might find exploits in the feat, but my games do not include players who go that deep into the rules to try and find them. Thus, this combo feat is flavorful and a nice addition to the PCs that have it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6911735, member: 7006"] For my [I]Curse of Strahd[/I] campaigns I had PCs start at level 0 with no class selected, but everyone started with a feat of some kind. And because they were new PCs I wanted to take all of the +1 ability bonuses out of some of the feats, which meant adapting or making some more powerful. As a result, I ended up merging many feats together and adjusting them to give a more comprehensive characteristic for a character who selected them. In this particular case, I actually merged parts of both Grappler and Tavern Brawler together to create a stronger unarmed or weapon-less battler character concept: [B]BRAWLER[/B] - You are proficient with improvised weapons and unarmed strikes. - Your unarmed strikes and improvised weapon attacks use a d4 for damage. - When you hit a creature with an unarmed strike or improvised weapon on your turn you can use a Bonus action to make an unarmed strike or attempt to grapple the target. - Whenever you make a STR (Athletics) check to grapple a creature or escape a grapple, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check. - You have Advantage on attack rolls against a creature you are grappling. - You can use your Action to try to pin a creature grappled by you-- make another grapple check and if successful both you and your target are Restrained until the grapple ends. This will probably seem OP'd, but bear in mind a lot of the other feats in the PH were reworked and made stronger as well. And in both of my current games, a PC has this feat but it has not even come close to causing any issues because they both focus mainly on their weapons primarily (there is a Blood Hunter and a Barbarian that have them), and only use the Brawler abilities when they make sense or they lose their weapons. I'm sure other more tactically-inclined players might find exploits in the feat, but my games do not include players who go that deep into the rules to try and find them. Thus, this combo feat is flavorful and a nice addition to the PCs that have it. [/QUOTE]
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