RangerWickett
Legend
The main changes here are that you can move people as a move action, not standard, and that in a grapple you can make basic attacks with off-hand weapons as minor actions. This encourages people who are brawling to grab and pummel, and sneaky guys can go in close and stab a lot faster.
Grappling
You grab as a standard action, and if you succeed, you're in a grapple. Every round, you can sustain the grapple with one person as a minor action. It is potentially possible to grab 2 people at once by spending two minor actions each round to maintain the grapple.
Anyone in the grapple can spend a minor action to sustain his connection with another person in the grapple. This can get a little complicated, but it's useful if someone grabs you, then tries to let you go but you don't want them to.
Example
Turn 1 (Drizzt's action): Drizzt grabs Wulfgar.
(Wulfgar's action): Wulfgar takes the opportunity to pound Drizzt. Since he suspects Drizzt will realize it was stupid for a swordsman to grapple a barbarian, Wulfgar spends a minor action to maintain the grab.
Turn 2 (Drizzt): Drizzt doesn't sustain the grab, but can't automatically get away, because Wulfgar has him, so he has to spend a move action to try to escape. He fails.
(Regis): Regis shows up and jumps on Wulfgar, trying to help. He succeeds his attack and grabs Wulfgar.
(Wulfgar): Wulfgar uses some barbarian power to smash both of them at once, then maintains the grab on each of them with two minor actions.
Effects of Being in a Grapple
If you are grabbed, you are immobilized. If forced movement takes you beyond the reach of the person grabbing you, you're no longer grabbed. If you are grabbing and you move so the target is beyond your reach, you're no longer grabbing them.
Ranged attacks targeting anyone in a grapple take a -2 penalty from cover. You can choose to ignore this penalty, but if you do, you roll to randomly determine who you hit among the chosen target and everyone he is grabbing or grabbed by.
While you're grabbed, you take a -2 penalty to attack rolls with two-handed weapons. (And unless you've got extra limbs, you won't be able to attack with a two-handed weapon if you're the one maintaining the grab.)
Options in a Grapple
Minor action - Maintain grab. This counts as occupying one of your hands or other grasping limbs.
Minor action - Basic attack with an off-hand against someone you're grappling with.
Move action - Attempt to escape grab. Make Athletics vs. Fort or Acrobatics vs. Reflex to escape, and if you succeed, shift 1 square.
Move action - Move people you have grabbed. Make a Str. vs. Fort attack against each person you have grabbed and who has you grabbed. If you succeed on all the attacks, you move half your speed, dragging along everyone with you. If you failed even one, you don't move. (Often in these situations it's best for you to escape or release any unwanted grabs before trying to move the rest of the group). For the purpose of this action, you can ignore the normal immobilizing effect of being grabbed.
Standard action - Take any normal standard action. If you make any melee, ranged, or area attack against a target who isn't in the grapple, you provoke opportunity attacks from everyone you're grappling with.
Standard action - Disarm. Str vs. the higher of the target's Fort or Reflex. If you succeed, you pull the weapon from their grasp and can either keep it (if you have a free hand), or drop it in any space that is adjacent to both yours and the target's.
Standard action - Trip. Str vs. the higher of the target's Fort or Reflex. If you succeed, the target is prone. You cannot maintain the grab unless you fall prone.
Special Note - Flails (including whips) have the ability to be used to grab, allowing you to grab someone with a weapon, instead of needing an empty hand. Some types of weapons like jitte and main gauches could provide a bonus to disarm checks.
What do you think?
Grappling
You grab as a standard action, and if you succeed, you're in a grapple. Every round, you can sustain the grapple with one person as a minor action. It is potentially possible to grab 2 people at once by spending two minor actions each round to maintain the grapple.
Anyone in the grapple can spend a minor action to sustain his connection with another person in the grapple. This can get a little complicated, but it's useful if someone grabs you, then tries to let you go but you don't want them to.
Example
Turn 1 (Drizzt's action): Drizzt grabs Wulfgar.
(Wulfgar's action): Wulfgar takes the opportunity to pound Drizzt. Since he suspects Drizzt will realize it was stupid for a swordsman to grapple a barbarian, Wulfgar spends a minor action to maintain the grab.
Turn 2 (Drizzt): Drizzt doesn't sustain the grab, but can't automatically get away, because Wulfgar has him, so he has to spend a move action to try to escape. He fails.
(Regis): Regis shows up and jumps on Wulfgar, trying to help. He succeeds his attack and grabs Wulfgar.
(Wulfgar): Wulfgar uses some barbarian power to smash both of them at once, then maintains the grab on each of them with two minor actions.
Effects of Being in a Grapple
If you are grabbed, you are immobilized. If forced movement takes you beyond the reach of the person grabbing you, you're no longer grabbed. If you are grabbing and you move so the target is beyond your reach, you're no longer grabbing them.
Ranged attacks targeting anyone in a grapple take a -2 penalty from cover. You can choose to ignore this penalty, but if you do, you roll to randomly determine who you hit among the chosen target and everyone he is grabbing or grabbed by.
While you're grabbed, you take a -2 penalty to attack rolls with two-handed weapons. (And unless you've got extra limbs, you won't be able to attack with a two-handed weapon if you're the one maintaining the grab.)
Options in a Grapple
Minor action - Maintain grab. This counts as occupying one of your hands or other grasping limbs.
Minor action - Basic attack with an off-hand against someone you're grappling with.
Move action - Attempt to escape grab. Make Athletics vs. Fort or Acrobatics vs. Reflex to escape, and if you succeed, shift 1 square.
Move action - Move people you have grabbed. Make a Str. vs. Fort attack against each person you have grabbed and who has you grabbed. If you succeed on all the attacks, you move half your speed, dragging along everyone with you. If you failed even one, you don't move. (Often in these situations it's best for you to escape or release any unwanted grabs before trying to move the rest of the group). For the purpose of this action, you can ignore the normal immobilizing effect of being grabbed.
Standard action - Take any normal standard action. If you make any melee, ranged, or area attack against a target who isn't in the grapple, you provoke opportunity attacks from everyone you're grappling with.
Standard action - Disarm. Str vs. the higher of the target's Fort or Reflex. If you succeed, you pull the weapon from their grasp and can either keep it (if you have a free hand), or drop it in any space that is adjacent to both yours and the target's.
Standard action - Trip. Str vs. the higher of the target's Fort or Reflex. If you succeed, the target is prone. You cannot maintain the grab unless you fall prone.
Special Note - Flails (including whips) have the ability to be used to grab, allowing you to grab someone with a weapon, instead of needing an empty hand. Some types of weapons like jitte and main gauches could provide a bonus to disarm checks.
What do you think?
Last edited: