What I've found that I'm missing greatly are rules for grappling and throws. What I've been relegated to doing is using opposed skill checks. Examples:
-Fighter grabs Orc. -> Grab action, Orc immobilized
-Orc grabs fighter -> Fighter immobilized (what to do here?)
Here are some options:
-Opposed strength (or Athletics?) checks for "grab advantage", winner is able to push/pull the other. (though both are still immobilized and still grabbed)
-With enough successes of "grab advantage" (2 in a row or best of 3 or 5), you are able to attempt a pin, throw, or twist (like a chicken wing or an arm bar or various other methods of grappling pain)
Another Example:
-Fighter grabs Orc
-Orc attacks Fighter (doesn't attempt to escape)
-Fighter throws Orc for Athletics roll / 10 in squares, Orcs takes 1d10 for every 10 feet thrown. (same as falling damage)
-Optional: Orc could attempt an opposed acrobatics check to roll with the throw DC = throwers Athletics check.
-House Rule: After you've spent a round to grab an opponent, you can throw them the next round. (also could be governed by "grab advantage")
I love the grab option, and how simple it is, but want a little more mechanics in the way of how you rule:
1. A vicious backhand/kick/pistol whip to the face in the middle of combat.
2. Pushing people (bullrushing without the rusher moving?)
3. Forcing people to stab themselves, and other grappling combat.
4. Basically most everything that happens in a bar room brawl.
As of now, mostly my players are making Athletics checks for strength maneuvers (wrestling) and Acrobatics checks for dextrous maneuvers (escapes, swinging from things and dodging) At least, what dodging isn't covered by reflex defense. What I have now is workable and a lot of fun, but I didn't know if someone's written down anything on grappling rules.
J