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How can grapplers survive in the harsh world of D&D?!

Here's a thought, if you folks are game:

Ever see 'Dune'? Remember how they ran up to and climbed the dreaded sand worm? Remember how Puss initially attacked Shrek in 'Shrek 2'?

Turn your grappling into climbing for those really big critters. Suicidal, but so is grappling anyone with a weapon. Get yourself in a position they can't attack, then start poking with a grapple friendly weapon. You might not make the kill, but you'll definetly get the beasties attention.

Crazy, impossible, ill-thought, but fun anyway!


Edit: Apparently, there is a feat that can allow you to do this... I'm SO far behind in my reading...
 
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I do understand that you always, or almost always, need a back-up option/plan in order to come out a winner in the race for survival. However, the primary option for grapplers as it stands looks bleak when compared to most run of the mill adventurer's styles. Seems grapplers were doomed to begin with and is a worse option than finessed fighters (at least without heavy house or supplemental customization).
 

Tricks and magic, tricks and magic.

I think a grappler would see the issue coming and adjust to meet it, either by going the way of the sword or ways to counter the ways around grapple. I have not paid much attention to it myself but I am sure there are ways. ;)
 

Hm. I'd pester the DM with an idea like this:

Belt of Mighty Grappling: While wearing this belt, you grapple larger foes as if you were a creature of the same size. Market Cost 32,000 gp.

(Or perhaps slip this ability into a custom "grappler" PrC...)
 

Sigurd said:
I always love a grapplers chance of pinning a likely informant and convincing them they should talk because they can't get away, and if they did they'd be caught again.

As parties go up in level they become more powerful with a greater need for information.

Grappling might not be the best way to remove a Boss but its a good way to squeeze his organization for info.

S

I like you!
 

A specialist grappler is generally going to have high STR and Bab. Generally, it's easy to convert those qualities into high normal melee damage as well.

But grappling based characters, or at least characters whose abilities include good grappling are still pretty good. Freedom of Movement can be a complete shutdown. However, the spellcasters that benefit from FoM typically use other buffs as well. Dispels are a good idea in any case, so the Freedom of Movement might be going down. At that point, grappling becomes a nice finishing move. If the spell isn't affected, then the qualities that make for fearsome grappling usually produce good normal damage as well. If a monk can't grapple, he can just flurry someone into the ground and use stunning fist. Size changing magic can negate the bonuses from big monsters or widen the gap between a grappler and other characters. Even without Enlarge or Polymorph, grapplers still can fair well against huge monsters. Because of their higher bonuses, they'll be some of the few people to even stand a chance against a dragon's grapple - a nice grapple check has defensive purposes as well.

But like everyone else has said, bring something to the table besides grappling. Know when not to grapple - like when a bunch of people will sneak attack you, or against super huge monsters.

Another thing to consider is unorthodox multiclass combos. A barbarian monk brings good unarmed damage, more strength, and bab.

Finally, the best way to use grapples is as part of a team. Against a powerful single foe, you might not be able to win routinely in grapples. But if you make him waste actions escaping from your occasion successes, then your party's action advantage becomes even more pronounced.
 

Victim said:
...Another thing to consider is unorthodox multiclass combos. A barbarian monk brings good unarmed damage, more strength, and bab...

Not a bad idea...In such a case though, the barbarian/monk better start out as a monk and go non-lawful thus becoming an ex-monk so that he may join the barbarian class.
 

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