Infiniti2000 said:I like the Climb vs. Grapple. I don't like the preference to rogues with the denied Dex bonus. You do not lose your Dex bonus in a grapple vs. creatures you grapple. And flanking with basically the ground makes no sense. The +1 for higher ground covers that aspect of it.
Corsair said:I always wondered why people think its a GOOD IDEA to get CLOSER to a giant scary monster, nor do I understand why anyone would want to encourage such foolhardy tactics, either as a player or DM. Me, gimme a bow and a Fly Speed, or maybe just a wand of fireballs.
By the same interpretation, though, you'd need to deny the Dex bonus of anyone grappling (against the opponents in the grapple). That's really not a good idea, though. I'd point out that in a majority of these cases, the huge monster probably has no Dex bonus to lose, so the only effect this will have is giving the rogue-type PC a chance to use sneak attack. If that's the effect you want, okay, but your barbarian example leads me to believe otherwise.cincinnati reds said:After reading this, you're right, I think I'd do away with the flanking bonus. I'd still keep the loss of Dex, though. I picture a barbarian with a handaxe in one hand and a hill giant's mullet in the other, viciously hacking away at the giant's neck... the giant can try to shake the barbarian off, but he sure can't dodge the blows of someone who's attached to him.
Just IMHO.
Can anything be worked from this?Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.
Rkhet said:So now, how would I model that?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.