Rarely used rules

Ki Ryn said:

We do use grappling fairly often, but only because we've taken the rules and condensed them into a single page flow-chart type thing that we can actually understand.
I don't suppose you have this flow chart in a format that could be easily posted or e-mailed, do ya?
 

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Tewligan said:

I don't suppose you have this flow chart in a format that could be easily posted or e-mailed, do ya?
I don't have the graphic, but here's the text of our "summary":

Code:
[color=white]
------------------- C L O S E   C O M B A T ------------------- 

To begin grappling, you must grab the opponent, get a hold, and 
then move in:

1) Grab the Opponent: As a standard attack, try to get a hand on 
   the defender: an unarmed touch attack. This will often provoke 
   an attack of opportunity. If that AoO does damage, then the 
   grapple attempt fails right here. You can make a grab attempt  
   in place of each attack you normally get. 

2) Get a Hold: Roll an opposed grapple check (base attack bonus + 
   strength vs. base attack bonus plus either strength or dex).
   Small characters get –4, large get +4 and so on. If you lose, 
   then that is the end of the attempt. 

3) Close In: If you do get a hold, then you move into the space 
   with your opponent and are officially grappling with them. You 
   also get to inflict the damage from a single unarmed attack on 
   the opponent as you close in. This is usually d3+str subdual 
   damage.


Fighting in Close
---------------------------------------------------------------
Once you are grappled (or grappling), then

· You can only use unarmed attacks or light weapons
· You have no threatened area.
· You lose your Dex bonus to AC against people you are not grappling.
· You cannot leave the space.
· Two weapon fighting is not possible.
· You can take no actions other than to attack, prepare an item (or 
  spell component), or try a non-somatic spell or ability.
· Doing anything complicated while grappling requires a 
  Concentration(20+) check.

On subsequent actions (after the grab and close) you can make an 
opposed grapple check as a standard attack option. You can do this 
once for each unarmed attack that you would normally get (The FAQ 
says, for monsters, to use the BAB to find the number of grapple 
checks allowed, and don’t add attacks based on number of appendages). 
For each one that you win, you can do one of the following:

1) Do unarmed damage (plus constriction damage).
2) Pin your opponent for 1 round (they are effectively paralyzed, 
   but not helpless, until just before your grapple roll next round).
3) Break a pin that someone else has on a friend of yours in this 
   same grapple.

If you are pinning someone, you can only do unarmed attacks against 
them. Other people can use weapons, and also get a +4 to hit the 
victim. You cannot attack, or try to pin someone else while pinning 
someone.


Breaking Close Combat
---------------------------------------------------------------
To get out of close combat you have to try to break the grapple as 
standard attack action. Roll either an opposed grapple check, or an 
opposed Escape Artist vs. the opponent(s) grapple check. You have to 
roll better than ALL opponents to get out of the pile. 

If you succeed, then you can still move, or do a move equivalent if 
you have actions left. Technically, you are not prone when grappled 
and so you do not have to take the time to stand up before moving.


Attacks of Opportunity
---------------------------------------------------------------
The initial grab is an unarmed melee touch attack and so may well 
provoke an attack of opportunity from your opponent. If it does, and 
the attack of opportunity inflicts damage, then that ends the 
grapple attempt.

The “close in” move is basically a 5ft step and so rarely provokes 
attacks from nearby enemies. If you charge and grapple, or move and 
grapple, then you might provoke attacks of opportunity as normal 
(for crossing threatened areas). You have to be able to move far 
enough to enter the defender’s space in order to try a grapple. Note 
that the defender does NOT get an attack of opportunity because of 
this last five feet.

The unarmed damage for closing in occurs right before the move, and 
so before any attacks that the move may cause. It is rather odd that 
a 30ft move and grapple would be resolved as a 25ft move, a grab 
check, a grapple check, and then the last 5ft of movement; but that 
is the way it works.


Improved Grab
---------------------------------------------------------------
Certain monsters have this feat and it modifies the above rules as 
follows:

.  They can start a grapple as a free action after hitting (and doing 
   damage) with a normal melee attack.

.  These creatures do not provoke an attack of opportunity for the 
   initial grab, nor do they have to roll to hit for this grab. It 
   already hit with the melee attack.

.  After the grab, the creature can do one of two things: conduct 
   the grapple normally, or conduct a “improved hold”. Both options 
   require a standard grapple check, though the creature suffers a –20 
   penalty in the case of an improved hold (I say “improved” because 
   the PHB also uses the term “hold”.).

.  If the grapple is conducted normally, the creature does NOT 
   inflict more damage when it moves in, since it already inflicted 
   damage right before the free grab. But it does add “constrict” 
   damage at this time if applicable.

.  On subsequent actions, more grapple checks can be made (up to one 
   per attack, number of attacks based on BAB only). A success deals 
   damage equal to the initial melee attack, plus any constriction 
   damage that they creature may have. If the check fails, then the 
   victim is still grappled, but takes no damage. These future 
   grapple checks can result in special effects (like being swallowed) 
   regardless of whether it is a standard check or an improved hold 
   check.

An “improved” hold has the following characteristics:

1) Unless otherwise stated, this grab only works against opponents 
   smaller than the attacker.
2) It uses one appendage to maintain the hold.
3) The victim is drawn into the creature’s space, though no attacks 
   of opportunity arise from this.
4) The creature is not considered grappled itself: the creature does 
   not move into the victim’s space, does not lose Dex, and can still 
   conduct melee combat, and move, as normal.
5) Improved holds incur a –20 penalty on grapple checks.
6) Escaping from an improved hold is the same as escaping from a 
   normal grapple, though the holder is at –20 on the check.

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Henry said:
In fact, can someone give a detailed example of a time when Refocusing actually helped better than taking their regular action? (or can the poster who gave their example earlier go into a little more detail?)

OK.

This occurred during a Living Greyhawk Interactive game run on the weekend. I was running a group of 1st and 2nd level characters. They were trapped on an island (with most of the other adventurers playing the interactive). The island was being attacked by an army of undead & devils- skeletons, zombies & lemures for this low level group.

They were asked to hold a line along the beach - which meant they couldn't advance. The army came out of the sea and walked towards them.

The army started forty feet out in the ocean, and the line was forty feet up the beach, so they were 80' away.

The party stayed where they were while the army advanced. Since the army couldn't charge and make the distance that round they didn't. They advanced.

It was at this point that one character in the line with a melee weapon (others were firing missile weapons) refocused. Another with a long spear set it against the charge.

Sure enough, the following round the undead charged (well, not the zobies - they were turned), and hit the very-ready PCs.

I think I managed to make two rolls to attack. Both missed.

Duncan
 

Just out of curiosity for those who don't tally the weight for encumbrance do you still use the rules for the effects of medium and heavy armor on movement? Or have you thrown out all effects of encumbrance?
 

EOL said:
Just out of curiosity for those who don't tally the weight for encumbrance do you still use the rules for the effects of medium and heavy armor on movement? Or have you thrown out all effects of encumbrance?
Still use the med/hvy armor movement rules. That's about it though.
 

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