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How would you like to see Grapple changed?
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<blockquote data-quote="Celebrim" data-source="post: 3774690" data-attributes="member: 4937"><p>I agree. Picking someone up and throwing them shouldn't take a feat (there is one in Savage Species, IIRC). </p><p></p><p></p><p></p><p>In a way, having escape artist negate the grappler's size bonus does exactly that, because the bigger you are the more bonus you are losing. Of course, the escape never actually gets easier because HD and Str are probably also increasing. To solve this would require something like my earlier suggestion that you have a table showing what percentage of your strength you can use when grappling a smaller opponent, where bigger opponents can use a lower and lower percentage of thier strength.</p><p></p><p>I don't however care enough about this particular problem to deal with that extra complexity. I'm more interested in giving player's lots of cinematic options in the fight. Since I want to give them alot of options, if the resolution system gets too complicated the combat system would get overwhelming. </p><p></p><p>This is one of the reasons why I'd never create a feat that allowed you to do a manuever that intuitively 'any 5 year old on the play ground ought to be able to do'. If you create feats like that, you ask players too choose between freedom (being a generalist) and effectiveness (being a specialist) and being a specialist is almost always more effective in any game system than being a generalist. What you therefore end up with is very repeatitive play. If you don't need feats to do things, then the player doesn't give up freedom in order to be effective and as he becomes more generally effective (higher BAB for example) he can still choose to do things he doesn't specialize in if the tactical situation arises (which it will, because I design encounters so that they do).</p><p></p><p>And this is another reason why 4e looks like 'it will suck' (ei, isn't going to be what I want from a game system).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3774690, member: 4937"] I agree. Picking someone up and throwing them shouldn't take a feat (there is one in Savage Species, IIRC). In a way, having escape artist negate the grappler's size bonus does exactly that, because the bigger you are the more bonus you are losing. Of course, the escape never actually gets easier because HD and Str are probably also increasing. To solve this would require something like my earlier suggestion that you have a table showing what percentage of your strength you can use when grappling a smaller opponent, where bigger opponents can use a lower and lower percentage of thier strength. I don't however care enough about this particular problem to deal with that extra complexity. I'm more interested in giving player's lots of cinematic options in the fight. Since I want to give them alot of options, if the resolution system gets too complicated the combat system would get overwhelming. This is one of the reasons why I'd never create a feat that allowed you to do a manuever that intuitively 'any 5 year old on the play ground ought to be able to do'. If you create feats like that, you ask players too choose between freedom (being a generalist) and effectiveness (being a specialist) and being a specialist is almost always more effective in any game system than being a generalist. What you therefore end up with is very repeatitive play. If you don't need feats to do things, then the player doesn't give up freedom in order to be effective and as he becomes more generally effective (higher BAB for example) he can still choose to do things he doesn't specialize in if the tactical situation arises (which it will, because I design encounters so that they do). And this is another reason why 4e looks like 'it will suck' (ei, isn't going to be what I want from a game system). [/QUOTE]
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