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<blockquote data-quote="Dwimmerlied" data-source="post: 6187234" data-attributes="member: 6706967"><p>I like the suggestions, guys; cheers. I've been thinking along the same lines. In retrsopect, Maybe a jump check (DC10+ target's dex). This check is equivalent to a grab check, and is immediately followed by a hold check (the attacker can use an escape artist check instead). Failing has the risk of ending up prone at the target's feet; not a good situation, but if successful, they can make a climb check on their next turn to get themselves in place, and they can attack as if their target were prone (but not helpless). The enemy will repeatedly attempt grapples, and if successful, might end up tossing the character (so the cool swashbuckling action is not lost).</p><p></p><p>Anyway, I guess there are several ways it could be legitimately pulled off; just applying something consistent and believable will be fine. I agree that its a fine line, though; If its too difficult, the character isn't rewarded and their creativity is trumped, and also risks becoming a liability in a heavily tactics-based game (I'd really like to believe that the two elements are easily reconcilable!). If it's too trivial it will become too easy, but also cheapen the rules system with arbitrary mish-mash rulings.</p><p></p><p>I remember years ago, playing when 3.0 first came out and we bought the basic set? or basic game? it came with some adventures my gf at the time was running;- my characters were having a hard time against some hobgoblins. Several had already fallen, and my fighter, desperate at the proposition of the hobgobs running in to attack resorted to some swashbuckling improv of his own, attempting to slam the door in their faces. I think I dealt 1d4 subdual damage before said hobgoblin opened the door and split my poor character's skull... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Dwimmerlied, post: 6187234, member: 6706967"] I like the suggestions, guys; cheers. I've been thinking along the same lines. In retrsopect, Maybe a jump check (DC10+ target's dex). This check is equivalent to a grab check, and is immediately followed by a hold check (the attacker can use an escape artist check instead). Failing has the risk of ending up prone at the target's feet; not a good situation, but if successful, they can make a climb check on their next turn to get themselves in place, and they can attack as if their target were prone (but not helpless). The enemy will repeatedly attempt grapples, and if successful, might end up tossing the character (so the cool swashbuckling action is not lost). Anyway, I guess there are several ways it could be legitimately pulled off; just applying something consistent and believable will be fine. I agree that its a fine line, though; If its too difficult, the character isn't rewarded and their creativity is trumped, and also risks becoming a liability in a heavily tactics-based game (I'd really like to believe that the two elements are easily reconcilable!). If it's too trivial it will become too easy, but also cheapen the rules system with arbitrary mish-mash rulings. I remember years ago, playing when 3.0 first came out and we bought the basic set? or basic game? it came with some adventures my gf at the time was running;- my characters were having a hard time against some hobgoblins. Several had already fallen, and my fighter, desperate at the proposition of the hobgobs running in to attack resorted to some swashbuckling improv of his own, attempting to slam the door in their faces. I think I dealt 1d4 subdual damage before said hobgoblin opened the door and split my poor character's skull... :D [/QUOTE]
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