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<blockquote data-quote="ZansForCans" data-source="post: 1402547" data-attributes="member: 8059"><p>Eh? Maybe I was misunderstanding what you were saying. Weren't you saying: </p><p></p><ol> <li data-xf-list-type="ol">You pin successfully on your turn.</li> <li data-xf-list-type="ol">Your now pinned foe fails to break the pin on their turn.</li> <li data-xf-list-type="ol">On your next turn, you are free to act on the still pinned foe and don't have to make a grapple check to maintain the pin.</li> </ol><p></p><p>If so, I was saying: No, on your turn, you still have to make the check to maintain the pin. If you don't, the foe is no longer pinned at the beginning of your turn. </p><p></p><p>The duration is 1 round. That starts from the moment you successfully make the grapple check to initiate the pin. The rules don't say anything about extending that duration due to an action of the foe (successful or not).</p><p></p><p></p><p></p><p>What? </p><p></p><p>Show me a rule that says you can or can't use the whole set of 'special attacks' for a given attack type/sequence. They all have very specific rules. They are just grouped in the SRD that way because they have rules outside the boundaries of standard attacks and actions (that are quite different from one another), not because they are all a group of special attacks. Whether I can Turn Undead or not has no bearing on whether I can Bull Rush. </p><p></p><p>And if you are talking about just the fact that Disarm, Grapple, and Trip are attacks and not actions... First, you can't include Sunder because it's a standard action, not an attack. Second, if you read my first post above (sorry I didn't repeat that part in the second post) the restriction of flurry is that you can only use an unarmed attack or a monk weapon. Disarm, Grapple, and Trip have very specific rules about how you use them. </p><p></p><ul> <li data-xf-list-type="ul">Disarm is accomplished with unarmed strikes or weapons, thus you can use it in a flurry. </li> <li data-xf-list-type="ul">Trip does not. It uses an unarmed (touch) <em>attack</em> to deliver a trip--not an unarmed <em>strike</em>. </li> <li data-xf-list-type="ul"><strong>Starting</strong> a grapple also is not accomplished with either an unarmed strike or a weapon. You can't do this in a flurry. You also can't do nearly any of the other grappling actions with flurry (same reason). However, you can "Attack Your Opponent" with an unarmed strike or monk weapon and use flurry.</li> </ul><p></p><p>That's a straightforward application of the rules.</p><p></p><p></p><p></p><p>You can't. What makes you think you're entitled to do damage? If you have one attack and choose to anything else on the grappling actions list that requires a grapple check like move or draw a light weapon, you don't get to damage the opponent. Why do you think "Pin Your Opponent" gets special treatment?</p><p></p><p></p><p></p><p>That's exactly right. Welcome to being a 1st-level character! If you want to take advantage of pinning at low-levels, bring friends. The rogue in your party who is not grappling should be ecstatic to be able to waltz up to the pinned spellcaster who now has -4 to AC, no Dex bonus to AC, and stick him carefully with his rapier for 2d6 damage. Sound pretty effective to me against a 1st-level spellcaster with 4-6 hp...</p><p></p><p></p><p></p><p>OK, but don't claim <em>I'm</em> house-ruling then <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Like I said above, my arm can be twisted, but you have to provide some quote or other evidence from the rules. I'm <em>showing</em> you how I'm reading it.</p></blockquote><p></p>
[QUOTE="ZansForCans, post: 1402547, member: 8059"] Eh? Maybe I was misunderstanding what you were saying. Weren't you saying: [list=1] [*]You pin successfully on your turn. [*]Your now pinned foe fails to break the pin on their turn. [*]On your next turn, you are free to act on the still pinned foe and don't have to make a grapple check to maintain the pin. [/list] If so, I was saying: No, on your turn, you still have to make the check to maintain the pin. If you don't, the foe is no longer pinned at the beginning of your turn. The duration is 1 round. That starts from the moment you successfully make the grapple check to initiate the pin. The rules don't say anything about extending that duration due to an action of the foe (successful or not). What? Show me a rule that says you can or can't use the whole set of 'special attacks' for a given attack type/sequence. They all have very specific rules. They are just grouped in the SRD that way because they have rules outside the boundaries of standard attacks and actions (that are quite different from one another), not because they are all a group of special attacks. Whether I can Turn Undead or not has no bearing on whether I can Bull Rush. And if you are talking about just the fact that Disarm, Grapple, and Trip are attacks and not actions... First, you can't include Sunder because it's a standard action, not an attack. Second, if you read my first post above (sorry I didn't repeat that part in the second post) the restriction of flurry is that you can only use an unarmed attack or a monk weapon. Disarm, Grapple, and Trip have very specific rules about how you use them. [list] [*]Disarm is accomplished with unarmed strikes or weapons, thus you can use it in a flurry. [*]Trip does not. It uses an unarmed (touch) [i]attack[/i] to deliver a trip--not an unarmed [i]strike[/i]. [*][b]Starting[/b] a grapple also is not accomplished with either an unarmed strike or a weapon. You can't do this in a flurry. You also can't do nearly any of the other grappling actions with flurry (same reason). However, you can "Attack Your Opponent" with an unarmed strike or monk weapon and use flurry. [/list] That's a straightforward application of the rules. You can't. What makes you think you're entitled to do damage? If you have one attack and choose to anything else on the grappling actions list that requires a grapple check like move or draw a light weapon, you don't get to damage the opponent. Why do you think "Pin Your Opponent" gets special treatment? That's exactly right. Welcome to being a 1st-level character! If you want to take advantage of pinning at low-levels, bring friends. The rogue in your party who is not grappling should be ecstatic to be able to waltz up to the pinned spellcaster who now has -4 to AC, no Dex bonus to AC, and stick him carefully with his rapier for 2d6 damage. Sound pretty effective to me against a 1st-level spellcaster with 4-6 hp... OK, but don't claim [i]I'm[/i] house-ruling then :) Like I said above, my arm can be twisted, but you have to provide some quote or other evidence from the rules. I'm [i]showing[/i] you how I'm reading it. [/QUOTE]
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