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me finally making the big monk discussion thread
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<blockquote data-quote="doctorbadwolf" data-source="post: 8216981" data-attributes="member: 6704184"><p>Some ideas, real quick. </p><p></p><p>Basic grappling is solid. All I'd add as special moves anyone can do are;</p><p></p><ul> <li data-xf-list-type="ul"><strong>Throw - </strong>When you have a creature grappled you can use an attack to slam them to the ground or against an object or other creature. Make opposed Athletics check, if you win, you deal damage to the target equal to 1d6 + your strength modifier and they are either knocked prone, or thrown up to 10ft. If you choose to throw them into another creature or object, the creature or object also takes the damage.</li> <li data-xf-list-type="ul"><strong>Reversal </strong>- When you are grappled, use an attack to try to reverse the grapple. (This means you could reverse, and then use a second attack to throw, trip, etc)</li> <li data-xf-list-type="ul"><strong>Lock - </strong>When you have a target grappled, you can use an attack to perform a lock. Make an unarmed attack, and if you hit the target takes damage equal to your strength modifier at the start of it's turns until it escapes from the grapple. You can choose to forgo the damage, and instead restrict their behavior. The target either cannot speak, cannot perform somatic spell components or perform other fine motor actions, or cannot take reactions.</li> </ul><p></p><p>Then, I'd rewrite the terrible Grappler feat, specifically the second bullet point. Only the other creature is restrained. I'd add a third bullet that allows you to use a reaction when a creature tries to grapple you and fails, to instead grapple them an perform a Throw, Lock, or an unarmed melee weapon attack against them. </p><p></p><p>Next, the Monk. I'd add to Martial Artist a bullet point that you can use Dex for any attack or damage as part of grappling, and can use Acrobatics to attempt to grapple. Then, I'd add to Ki Features that you can spend 1 ki to grapple as part of an attack with your unarmed strike.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8216981, member: 6704184"] Some ideas, real quick. Basic grappling is solid. All I'd add as special moves anyone can do are; [LIST] [*][B]Throw - [/B]When you have a creature grappled you can use an attack to slam them to the ground or against an object or other creature. Make opposed Athletics check, if you win, you deal damage to the target equal to 1d6 + your strength modifier and they are either knocked prone, or thrown up to 10ft. If you choose to throw them into another creature or object, the creature or object also takes the damage. [*][B]Reversal [/B]- When you are grappled, use an attack to try to reverse the grapple. (This means you could reverse, and then use a second attack to throw, trip, etc) [*][B]Lock - [/B]When you have a target grappled, you can use an attack to perform a lock. Make an unarmed attack, and if you hit the target takes damage equal to your strength modifier at the start of it's turns until it escapes from the grapple. You can choose to forgo the damage, and instead restrict their behavior. The target either cannot speak, cannot perform somatic spell components or perform other fine motor actions, or cannot take reactions. [/LIST] Then, I'd rewrite the terrible Grappler feat, specifically the second bullet point. Only the other creature is restrained. I'd add a third bullet that allows you to use a reaction when a creature tries to grapple you and fails, to instead grapple them an perform a Throw, Lock, or an unarmed melee weapon attack against them. Next, the Monk. I'd add to Martial Artist a bullet point that you can use Dex for any attack or damage as part of grappling, and can use Acrobatics to attempt to grapple. Then, I'd add to Ki Features that you can spend 1 ki to grapple as part of an attack with your unarmed strike. [/QUOTE]
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