Noldor Elf
First Post
High variation of grapple modifiers is indeed one thing that also leads grapple rules to be ignored. When character has no chance of winning grapple, they are quite eager not the got on those situations. Enter Free movement.
Hussar said:I do wish I could see rules for throwing though. Being able to throw from a grapple would be cool.
In Chapters Seven, Eight, and Nine, all the material that also appears in the System Reference Document is open, and all other material is not.
True, but I have to confess I don't mind. It's very easy for PCs to avoid getting grappled at high levels, and that, as you note, is where the problems kick in. Moreover, it's nice to have a mechanic whereby monsters can throw their size around in a way that means something without causing instant death.hong said:I find grappling works fine as a mechanic. The problem for me is that grappling bonuses can be completely crazy, even within the same ballpark-CR area. You have scrawny wizards with a grapple check of maybe +5 at 10th level, and you have multi-tentacled monsters with +50 at CR 10. Even your bog-standard CR 10 brute monster can have a grapple check of around +25-30, way more than a 10th level fighter. This makes it difficult to run grapples that aren't a walkover for one side (typically the monsters), and makes magic to escape grapples (dim door, freedom of movement) a necessary part of your loadout at higher levels.
ruleslawyer said:I think grapple is fine, to be honest. There are several rather annoying nukes:
1) The holy word spells, when properly maxed out by caster level increases (spell power, prayer beads, etc.)
2) mage's disjunction (eesh!)
3) time stop
4) sunder
5) scry-buff-teleport (perhaps the biggest)
...and a bunch of other ones. IMHO, all of these need fixing, including sunder (which, IMHO, is a lot better in 3.5 than in 3.0 due to the new rules on sundering magical weapons and hit points and hardness). Of course, all of these are reasonably easy to fix in a campaign by judicious application of house rules, and I prefer that rather than the MAD treaty approach.
Watch as the amazing druid first grinds the game to a halt...