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Going beyond Grab?
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<blockquote data-quote="keterys" data-source="post: 4472173" data-attributes="member: 43019"><p>You're failing to look at it over a range of levels.</p><p></p><p>For example, 1 21st level fighter with 24 Str and 16 Dex and a +5 neck (Fort 34, Ref 30) has grabbed a Larva Mage (Elite 21, Ath +12, Acro +13). Who has a 20% chance to escape in one action, 36% chance to escape in two. Worse if the party has any kind of defense boosters from other sources (can get +4 or so in Adventurer's Vault at that level, but I'm thinking more like from powers)</p><p></p><p>And, of course, you can spend an action point if it fails to escape in the first round to move it to restrained the pinned, at which point it _has no attacks whatsoever_ and has a 4% chance to escape each turn instead.</p><p></p><p>If a second person joins in (it's an elite, so that's 2 to 1) then you can pin it in the first round.</p><p></p><p>Against a solo like the beholder, where the party has five chances to do these things, it has a +10 Ath and +16 Acro so has a greater chance to escape, but its actions are worth a _lot_ more and all five characters can pile onto it... its aura _might_ still activate, but it can't use any of its other powers.</p><p></p><p>If anything it looks like maybe I made it _too good_ <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="keterys, post: 4472173, member: 43019"] You're failing to look at it over a range of levels. For example, 1 21st level fighter with 24 Str and 16 Dex and a +5 neck (Fort 34, Ref 30) has grabbed a Larva Mage (Elite 21, Ath +12, Acro +13). Who has a 20% chance to escape in one action, 36% chance to escape in two. Worse if the party has any kind of defense boosters from other sources (can get +4 or so in Adventurer's Vault at that level, but I'm thinking more like from powers) And, of course, you can spend an action point if it fails to escape in the first round to move it to restrained the pinned, at which point it _has no attacks whatsoever_ and has a 4% chance to escape each turn instead. If a second person joins in (it's an elite, so that's 2 to 1) then you can pin it in the first round. Against a solo like the beholder, where the party has five chances to do these things, it has a +10 Ath and +16 Acro so has a greater chance to escape, but its actions are worth a _lot_ more and all five characters can pile onto it... its aura _might_ still activate, but it can't use any of its other powers. If anything it looks like maybe I made it _too good_ ;) [/QUOTE]
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