How would you like to see Grapple changed?

Av3rnus said:
I'd like a grappling system that makes sure the following sorts of scenarios are possible:

Then you won't have a simple system.

A halfling leaps onto an orc's back and tries to strangle it with his arms

This is a separate manuever from a grapple (which I call a 'clinch'). I've been working on house rules for this. Unfortunately, they are on a machine that is currently in need of repairs, or I share.

The fighter picks up a kobold, carries it to a cliff edge, and then throws it over

It doesn't take a big extension of the rules to do this. The hard part is having comprehensive rules for how far you can throw something.

The dragon pins the cleric to the ground with one claw while it continues to fight the rest of the party

I'm pretty sure that this was possible in 3.0, and they dropped the rules that made it possible as part of the 'streamlining'. (There are at least a dozen ways that the 3.X rules are worse than the 3.0 ones.)

The rogue clambers up the dragon's back and looks for a weak spot to stab

Same case as the halfling. He can do this with a 'clinch' manuever.
 

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JVisgaitis said:
Dear god why? Its the same rules from 3.5. They just added more options. Any type of combat action that has rules that span almost 3 pages is seriously a very bad idea.

Well, I never really had trouble with grapple rules. Just remember:

A.T.G.M.: All Tieflings Go Mad. Which stands for Attack of Opportunity, Touch Attack, Grapple Check, Move. And thats all you need to know how to start a grapple. The extra stuff you do during grapple is nicely itemized, clearly stating what kind of action it is (standard, move, full round) and its as refrenced just like any other combat option (sunder, trip, etc.).
And I mean, come on! Lift people over your head and throw them! At other people! :)
 

I'd like the Size modifiers to be reduced. Big creatures get high strength and usually high hit dice/BAB, so they don't need massive size modifiers as well.

Some clarification for rare cases like picking up and carrying an opponent, and firing into a grapple would be nice.

Other than that, I think the current grapple rules are fine.

Geoff.
 

My big beef with grapple is that in order to attack in a grapple, you must succeed a grapple check. 9 times out of 10, Its better to try to escape then attack.
 

You can attack in a grapple without making a grapple check. However, you must be using a light weapon, like a dagger, and you're at -4 (and a grapple check is required to draw the weapon). So noone ever bothers.
 

Av3rnus said:
I'd like a grappling system that makes sure the following sorts of scenarios are possible:
  • A halfling leaps onto an orc's back and tries to strangle it with his arms
  • The rogue clambers up the dragon's back and looks for a weak spot to stab

  • These are both variations on the same maneuver, just at a different scale. Jumping on the big critter's back is one of those colorful things that PC's want to do that the game doesn't allow for--not well, anyway.

    If I were designing a rule for this maneuver, I'd have to start by wondering what the real benefit is. The creature isn't really immobilized, any more than a horse is immobilized when someone's riding its back. So, why does the halfling want to cling to the giant's back? To prevent it from lashing out at him effectively? To get a good attack position on a vital spot? It sounds like the goals of this tactic differ sharply from what's accomplished by the current grapple rules.

    [*]The fighter picks up a kobold, carries it to a cliff edge, and then throws it over
    [*]The dragon pins the cleric to the ground with one claw while it continues to fight the rest of the party
    Heh. Isn't it amusing that many folks don't realize that once you're grappling, the distinction between grappler and grapplee becomes meanignless? You drag the guy over to the cliff and try to drop him off, but the only way to do it is to go over the side with him. Heck, you have to make an escape check yourself to get out of the grapple.
[/QUOTE]
 

Celebrim said:
I'm pretty sure that this was possible in 3.0, and they dropped the rules that made it possible as part of the 'streamlining'.
I dont' think so. Improved Grab (and the Snatch feat that bestows IG) makes it possible to hold someone with part of your body while fighting normally with the rest. Of course, that requires a -20 penalty on the grapple check, which is such a huge penalty that it often swings the monster's grapple bonus from "sure thing" to "no way".
 

Felon said:
These are both variations on the same maneuver, just at a different scale. Jumping on the big critter's back is one of those colorful things that PC's want to do that the game doesn't allow for--not well, anyway.

If I were designing a rule for this maneuver, I'd have to start by wondering what the real benefit is.

That's where I started. I realized that the main thing that the attacker was trying to achieve was to obtain a position which the larger opponent would have a hard time reaching. When I realized that, I realized what was going on was analogous to a shorter boxer moving inside the reach of a larger one, and so I named the manuever 'Clinch'.

Brief summary:

To clinch, you must draw an AoO and then make a successful opposed clinch check. When you clinch, your opponent can move, but they must make an opposed manuever check to avoid bringing you along with them (breaking the clinch). Further more, you gain a dodge bonus to your AC with respect to thier attacks and a circumstance bonus to hit (+2). If you are smaller than your opponent, you get an additional bonus (+2 additional per difference in size classes). You can also attempt with an opposed check on later turns, as a move equivalent action, to leave your opponent flatfooted. Conceptually, you get so close to a vital region, that your opponent is unable to defend it (you are inside thier guard). (Clinching and then power attacking is quite effective, as is obviously sneak attacks.) In a clinch, in quite the opposite way of a grapple, the smaller and more agile you are, the better you do (size modifiers are the opposite of a grapple, and the check is dexterity based rather than stength based). You can substitute your balance check for your clinch check, if it is superior, or if you are at least two size classes smaller than your foe, you can use your climb check instead.

While clinched you can attack normally, but only if either your opponent (or thier weapon!) is a size class larger than you (or your weapon). For example, you can clinch an opponent that is the same size class as you and still attack if you are using a small weapon, and they are using a medium weapon. (I'm using the 3.0 weapon sizes here.) Or you can clinch an opponent that is larger than you. You can't clinch against an opponent more than one size class smaller than you under any circumstances. Note that unlike grappling, clinching an opponent imposes no condition on them. They can still

Two combatants can clinch each other, in which case neither can attack except by drawing a smaller weapon, using a natural attack, breaking the clinch (requires a clinch check), or initiating a grapple.

The downside of a clinch is you give up your AoO if your opponent attempts to grapple you, which in most cases they will very likely want to do if they can. Once you are grappled, you no longer are clinched. So its a high risk manuever in many cases, but its possible that you might want to risk it if your goal is to become a distraction.

There is an 'Improved Clinch' feat that gives you base +4 to your AC and to hit when clinching, instead of the normal base +2.

Additionally, under my rules, you can't apply your strength bonus to hit when making a touch attack (you do however apply a penalty if you have one). This makes touch attacks much harder for very large creatures against small ones, so it tends to make clinching a reasonable thing to do.

The rules could be more detailed, and in particular they don't really take into account 'falling off' violently (except when clinching something which chooses to fly! Think about it.) which seems like it ought to be a possibility given what's conceptually supposed to be going on in some places, nor does it allow for a 'thrashing' manuever to break clinch violently or trampling you (say rolling over on top of you). But they seem to work for me mostly.

Incidently, this is another advantage to being small, so if you don't make other changes in the rules to compensate, being small becomes slightly more advantageous than it should.

Heh. Isn't it amusing that many folks don't realize that once you're grappling, the distinction between grappler and grapplee becomes meanignless? You drag the guy over to the cliff and try to drop him off, but the only way to do it is to go over the side with him. Heck, you have to make an escape check yourself to get out of the grapple.

Yes. The current rules handle moving the fight, but not throwing anyone out of it. So under the current rules as written, a fighter can pick up his opponent and move him off the cliff, but only by going along with him. The closest you can do currently is escape, and then bullrush your opponent off the cliff. I personally think that the rules need to cover attempting to do both at the same time, ei throwing.
 

Felon said:
I dont' think so. Improved Grab (and the Snatch feat that bestows IG) makes it possible to hold someone with part of your body while fighting normally with the rest. Of course, that requires a -20 penalty on the grapple check, which is such a huge penalty that it often swings the monster's grapple bonus from "sure thing" to "no way".

I thought you could always take the -20 penalty on the grapple check to act normally, regardless of whether you had a feat. The, 'King Kong can run away with the beautiful women and still smash face.' rule. Granted, its risky unless your grapple check is just enormous, but for some very large creatures ('King Kong') its big enough that -20 is an acceptable penalty against some foes.
 

Felon said:
Of course, that requires a -20 penalty on the grapple check, which is such a huge penalty that it often swings the monster's grapple bonus from "sure thing" to "no way".

Yep, the Improve Grab -20 mechanic is really cool in theory, but often becomes a foregone conclusion in play.
 

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