The big deal about grapple

MindWanderer said:
At DDXP, I was told: Str vs. Reflex to inititiate, causes target to be immobilized. You have to remain adjacent to them. They can escape with Athletics vs. Fort or Acrobatics vs. Reflex, I believe as a move action.

I will say that it feels like your chances of successfully grabbing someone for very long are really low, making the whole tactic pretty dubious unless you just get a free grab as part of something else.
 

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I've been playing lots of Smash Bros, so I'm imagining Grabbing to be similar. You grab onto them, smack them a couple times, and toss them away. Though I think it would be harder to toss them. Maybe moving them a square and having them prone would work...
 

It's Str vs. Fort to grab, and yes, it causes the Immobilize status. In a grab, the attacker can do another Str vs. Fort to move the victim, although how far this move can be isn't specified in KotS.

And yes, it's Athletics vs. Fort or Acrobatics vs. Ref to escape.

Anyway, I'm not entirely happy that there isn't some AC penalty for being grabbed(I've won encounters in 3.5 that wouldn't have been possible without achieving a grab first. It felt awesome.), but I can live with it. They also seem like they'll be too easy to escape from, but I can always give my tougher grabbing monsters an ability that causes the escape roll to have some sort of penalty. Not bad, I suppose.
 

When you are being grabbed, do you get restrictions or then not being allowed to move?
- Could you use one of those teleport (racial) abilities to go away?
- Can you still cast spells, or say, start dicing up the person grabbing you?
- Any penalties?
- Penalties for the grabber on, say attacks?
Just losing your movement speed doesn't seem too bad a condition (though 4e is supposed to have more movement then 3e, so maybe it's worse then I think).
 

You're just immobilized, which allows you to teleport or be pushed/pulled/slid by enemy powers. There's a 'Restrained' condition that gives enemies Combat Advantage, carries Immobilized's effects, disallows forced movement and gives the victim a -2 penalty on attacks, but if there's a way to 'improve' a grab to that status, it isn't in KotS.
 

They only give zombie grab rules

- my guess is you can grab by Str vs Fort or Dex vs Ref depending on which you are best at. (they wouldnt use dex for zombies)

I base this on the fact you can escape by Str vs Fort or Dex vs Ref.
 

Frankly, the less penalties there are for being grabbed, the better.

The big problem with the grapple rules in 3.x to my mind were not the mechanics (they honestly weren't that much worse than a normal attack), but the fact that characters or monsters not built to grapple may as well just hang up their hat the first time a grappler tries it on them. They can't escape (or their chance of escape is vanishingly small), and they're stopped from taking part in the fight as well.
 

They don't call it grappling anymore because it's never been an even remotely accurate representation of grappling. It's always been more of a clinching thing than a wrestling thing.
 

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