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General Tabletop Discussion
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Grappling For Beginners: How To Strike, Hold & Throw
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<blockquote data-quote="Zoatebix" data-source="post: 3268727" data-attributes="member: 11401"><p>So my friends and I ran some numbers on trying to throw giants and other really big things, and we found that it is much easier to Hold or Throw something using your rules than it is to grapple with or trip something in the core rules. This is because One's Morrus Grapple Bonus includes one's BAB, whereas one's Grapple AC does not, unlike the core opposed grapple check which includes both side's BAB. This discrepancy occurs with throw/ v. trip as well, the attacker now gets his BAB to a roll that used to be an opposed ability check (with special size modifiers). </p><p></p><p>I'm not sure if this discrepancy is a bug or a feature, but a 10th level character tricked out in tripping knocking over a Titan with a decent chance of success (and I've I lost my note paper on this) seems kind of wonky. Initiative becomes much more important in grappling for beginners because it's so much easier to get a hold or a throw result as you go up in level.</p><p></p><p>The touch attack before tripping or grappling in the core rules is really just a formality after a certain level, except against wonkily exceptional opponents. Your system makes the "wasted" touch attack matter again, in a way...</p><p></p><p>Anyways, I think we can keep the one roll simplicity of your system and also have results that mesh with the core rules if BAB gets added to one's Grapple AC.</p><p></p><p>-George Austin</p><p></p><p>P.S. A minor tweak that would give gnomes and halflings a better chance and that would also remove a step from calculating Grapple ACs would be to add the better of either one's STR or DEX modifier to Grapple AC, rather than both.</p></blockquote><p></p>
[QUOTE="Zoatebix, post: 3268727, member: 11401"] So my friends and I ran some numbers on trying to throw giants and other really big things, and we found that it is much easier to Hold or Throw something using your rules than it is to grapple with or trip something in the core rules. This is because One's Morrus Grapple Bonus includes one's BAB, whereas one's Grapple AC does not, unlike the core opposed grapple check which includes both side's BAB. This discrepancy occurs with throw/ v. trip as well, the attacker now gets his BAB to a roll that used to be an opposed ability check (with special size modifiers). I'm not sure if this discrepancy is a bug or a feature, but a 10th level character tricked out in tripping knocking over a Titan with a decent chance of success (and I've I lost my note paper on this) seems kind of wonky. Initiative becomes much more important in grappling for beginners because it's so much easier to get a hold or a throw result as you go up in level. The touch attack before tripping or grappling in the core rules is really just a formality after a certain level, except against wonkily exceptional opponents. Your system makes the "wasted" touch attack matter again, in a way... Anyways, I think we can keep the one roll simplicity of your system and also have results that mesh with the core rules if BAB gets added to one's Grapple AC. -George Austin P.S. A minor tweak that would give gnomes and halflings a better chance and that would also remove a step from calculating Grapple ACs would be to add the better of either one's STR or DEX modifier to Grapple AC, rather than both. [/QUOTE]
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