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<blockquote data-quote="squibbles" data-source="post: 8742432" data-attributes="member: 6937590"><p>We're probably getting to the limits of this back-and-forth being useful [USER=6801228]@Chaosmancer[/USER] , but here's my response.</p><p></p><p></p><p>I don't disagree, but I'm not especially enamored of <em>this </em>fix (absent info about the other rules that interact with it).</p><p></p><p></p><p>For sure, which I mentioned in a reply to Ruin Explorer--but though I happily concede the general point, you should also recognize that the spells and features that can mess with the grappling save are relatively weaker and/or more limited than the ones that mess with the contested roll. <em>In aggregate</em>, it is harder to maintain a grapple under the new rules. For example, silvery barbs is for one roll, while enhance ability lasts for an hour.</p><p></p><p></p><p>Ya, that's a cool upside of the new rules.</p><p></p><p></p><p>Having a speed of zero can be consequential if the grappled creature wants to flee, wants walk past the frontline and eat the party's wizard, or wants to reach an important interactable lever/button/item/mcguffin.</p><p></p><p>And forced movement can be a <em>big </em>deal.</p><p></p><p>In short, there are good reasons for a creature to want to escape a grapple.</p><p></p><p>I see what you're getting at that, in some circumstances, the function of the two rulesets will shake out in the same way. But, in other circumstances, they will play out quite differently.</p><p></p><p></p><p>Right, useless in some circumstances, decisive in others--it's circumstantial. That's not inherently a bad thing.</p><p></p><p>---</p><p></p><p>Again, I'd like to see what else 1D&D does with grappling, and I don't think these rules are all bad. But I also don't think you can convincingly argue against the point that grappling is <em>weaker</em>, based on what we have seen so far, even if you think the new procedures will work better at your table.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8742432, member: 6937590"] We're probably getting to the limits of this back-and-forth being useful [USER=6801228]@Chaosmancer[/USER] , but here's my response. I don't disagree, but I'm not especially enamored of [I]this [/I]fix (absent info about the other rules that interact with it). For sure, which I mentioned in a reply to Ruin Explorer--but though I happily concede the general point, you should also recognize that the spells and features that can mess with the grappling save are relatively weaker and/or more limited than the ones that mess with the contested roll. [I]In aggregate[/I], it is harder to maintain a grapple under the new rules. For example, silvery barbs is for one roll, while enhance ability lasts for an hour. Ya, that's a cool upside of the new rules. Having a speed of zero can be consequential if the grappled creature wants to flee, wants walk past the frontline and eat the party's wizard, or wants to reach an important interactable lever/button/item/mcguffin. And forced movement can be a [I]big [/I]deal. In short, there are good reasons for a creature to want to escape a grapple. I see what you're getting at that, in some circumstances, the function of the two rulesets will shake out in the same way. But, in other circumstances, they will play out quite differently. Right, useless in some circumstances, decisive in others--it's circumstantial. That's not inherently a bad thing. --- Again, I'd like to see what else 1D&D does with grappling, and I don't think these rules are all bad. But I also don't think you can convincingly argue against the point that grappling is [I]weaker[/I], based on what we have seen so far, even if you think the new procedures will work better at your table. [/QUOTE]
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