Grappling Rules...?

My problem with grappling (and disarm, for that matter) is when the BBEG is a spellcaster. Either grapple him or steal his holy symbol/spell component pouch and he is effectively neutralized. Very anticlimatic as the party takes potshots while the spellcaster pretty much has no choice but to surrender before the fight begins. Bleh.

So I'm houserulling the following for my next campaign: Arcane spellcasters effectively get Echew Materials for free. Clerics' holy symbols may be visable tatoos or on their shield, armor or weapon. Spellcasters can cast any standard action spell (that doesn't have a valuable material component) while grappled with a Concentration check (DC 15 + spell level).

This, of course, helps the PCs when they get grappled, too, so I think it's all good.
 

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Raelcreve said:
I know the combat rules are unrealistic: I've been in the martial arts for 17 years.

When you tell me that you've actually grappled an ooze-like creature that was a size category larger than you, then perhaps we'll take your experience into account. Until then you can just remember that D&D!=reality.
 

Agamon said:
My problem with grappling (and disarm, for that matter) is when the BBEG is a spellcaster. Either grapple him or steal his holy symbol/spell component pouch and he is effectively neutralized.
One would hope that a spellcasting BBEG would be wise enough to prepare for and prevent situations like this. If the BBEG is letting himself get into HTH combat with good grapplers, it's his own dang fault. :)
 

My problem with grappling (and disarm, for that matter) is when the BBEG is a spellcaster. Either grapple him or steal his holy symbol/spell component pouch and he is effectively neutralized. Very anticlimatic as the party takes potshots while the spellcaster pretty much has no choice but to surrender before the fight begins. Bleh.
Minions, man, minions. Sacrificing minions: is there any problem it can't solve?

Quasqueton
 

buzz said:
FFG's BattleBox has a business-card-sized cheat sheet for grappling. Very handy and keeps things moving.

Thanks for mentioning the BattleBox, buzz! It took me a while to condense the Grapple rules into a CCG-sized card, but after it was done, I was really pleased at how much it enhanced (and speeded [sped?] up) play!

But it's FDP's (as in Fiery Dragon Productions), not FFG.

As a sidenote, the Arcana Evolved BattleBox is available now!
 

Klaus said:
But it's FDP's (as in Fiery Dragon Productions), not FFG.
D'oh! Sorry, Claudio. :eek: That's what I meant.

<Shamless_aside>
BTW, your counters... RAWK. I mount them on particleboard mini bases ("George Bases" is the manufacturer) so they have about the heft of a Scrabble piece. I often get asked, "Hey, where did you get those?" :)
</Shameless_aside>
 

My problem with grappling is that it has the potential to make combats less interesting.

Certain creatures--large undead with natural weapons, elementals, plants, and oozes, among others--should always attack with a grapple. They lose very little by grappling, and when their opponent relies on either spells or weapons to attack, they neutralize that opponent's threat. It's not at all fun for a PC to be in such a situation, where there's precious little they can do except attempt (with very little chance of success) to break free of the grapple, or to make pitifully nerfed attacks on the monster.

Of course, the PC can be under the effect of Freedom of Movement, which, with the grapple rules the way they're currently written, is the game's best boring spell. It's a buff with no effect except to make other unpleasant things not work on you. Boring boring boring.

So, my changes to the rules:
-Reduce the size modifier for grappling from +4 to +2.
-Add a size modifier for escape artist checks that works in the opposite direction (i.e., smaller creatures can wriggle free).
-Reduce the penalty for attacking with a light weapon from -4 to -2.
-Freedom of Movement provides a bonus equal to caster level on reflex saves or escape artist checks or grapple checks to resist movement-hindering effects.

Daniel
 

Agamon said:
My problem with grappling (and disarm, for that matter) is when the BBEG is a spellcaster. Either grapple him or steal his holy symbol/spell component pouch and he is effectively neutralized. Very anticlimatic as the party takes potshots while the spellcaster pretty much has no choice but to surrender before the fight begins. Bleh.

So I'm houserulling the following for my next campaign: Arcane spellcasters effectively get Echew Materials for free. Clerics' holy symbols may be visable tatoos or on their shield, armor or weapon. Spellcasters can cast any standard action spell (that doesn't have a valuable material component) while grappled with a Concentration check (DC 15 + spell level).

This, of course, helps the PCs when they get grappled, too, so I think it's all good.
Three words - Freedom of Movement.
 

shilsen said:
Three words - Freedom of Movement.

Yea. And it has a longish duration too. And, on top of that, you don't have to give your NPC's rings of the effect, just have a helper cast it on them, or a one charge magic item that they used (if they knew the PC's were coming), or will use (if they didn't). I personally like small, breakable items that hold a single charge which is expended on breaking. Put it in a ring... he attacks ANYthing with his fist, smashing what appeared to be a ston set into his ring. Now he has FoM.
 

Saeviomagy said:
When you tell me that you've actually grappled an ooze-like creature that was a size category larger than you, then perhaps we'll take your experience into account. Until then you can just remember that D&D!=reality.


Well, there was this girl....

:eek:

Eeewww!!!

:lol:

J/K
 

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