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The Legendary Grappling Monk
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<blockquote data-quote="angry monkey" data-source="post: 1765637" data-attributes="member: 23915"><p>I'm not sure I'm with you on this one - and I feel bad about that, because all the other times I've seen you post on these threads, you have been right. I feel bad because I don't want to be wrong, but I want to work this out...</p><p></p><p>What you are saying is that a grapple check is not an attack. In that case, and if you follow the reasoning out a bit further, it would mean that you can only make one grapple check a round. Since the full round action is taking multiple "attacks", not taking multiple "grapple checks". </p><p></p><p>Personally, I feel like any time you would be able to make an attack, you should be able to make a grapple check .... errr that doesn't sound right, I am obviously only talking about when you are in a grapple.</p><p></p><p>Frankly, and for some reason I know the boards don't always think this, I think that Monks are a little weak. So letting them flurry grapple in my RL game is either our interpretation of the rules, our house rule, or the hand of God, whichever you prefer.</p><p></p><p>I can't find a rule that contradicts it, it makes sense with the other abilites the monks have (I mean, any other time they get to do a full round of their monk damage, they also get to use flurry and they have an easier time starting a grapple), and I don't think it causes any imbalance. </p><p></p><p>Also, I can't find any rule that states you should take lower attack bonuses for your "iterative grapples". I haven't. Mostly because Heroforge only lists a grapple bonus, not multiple grapple bonuses. So I guess Black bart couldn't find a rule that states that either.</p><p></p><p>speaking of blackbart, that's a good pirate name.</p><p></p><p></p><p>ARRRRRRRRRRGH.</p><p></p><p></p><p>Oh, and the Mulling question:</p><p></p><p>Yes, though it wouldn't be wisest to do so directly.</p><p></p><p>They could cleave into their first attack, then automatically start a grapple as a free action (if unarmed).</p></blockquote><p></p>
[QUOTE="angry monkey, post: 1765637, member: 23915"] I'm not sure I'm with you on this one - and I feel bad about that, because all the other times I've seen you post on these threads, you have been right. I feel bad because I don't want to be wrong, but I want to work this out... What you are saying is that a grapple check is not an attack. In that case, and if you follow the reasoning out a bit further, it would mean that you can only make one grapple check a round. Since the full round action is taking multiple "attacks", not taking multiple "grapple checks". Personally, I feel like any time you would be able to make an attack, you should be able to make a grapple check .... errr that doesn't sound right, I am obviously only talking about when you are in a grapple. Frankly, and for some reason I know the boards don't always think this, I think that Monks are a little weak. So letting them flurry grapple in my RL game is either our interpretation of the rules, our house rule, or the hand of God, whichever you prefer. I can't find a rule that contradicts it, it makes sense with the other abilites the monks have (I mean, any other time they get to do a full round of their monk damage, they also get to use flurry and they have an easier time starting a grapple), and I don't think it causes any imbalance. Also, I can't find any rule that states you should take lower attack bonuses for your "iterative grapples". I haven't. Mostly because Heroforge only lists a grapple bonus, not multiple grapple bonuses. So I guess Black bart couldn't find a rule that states that either. speaking of blackbart, that's a good pirate name. ARRRRRRRRRRGH. Oh, and the Mulling question: Yes, though it wouldn't be wisest to do so directly. They could cleave into their first attack, then automatically start a grapple as a free action (if unarmed). [/QUOTE]
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