What's so Hard About Grappling?

Storminator said:
The worst part is that monsters never fail grapple checks. Attack -> improved grab -> +27 grapple modifier -> PC wishes he was swallowed whole.

I wonder if more monsters are expected to take the -20 to let them 1) not be sneakable 2) use other attacks.

I attacked PCs with a Tojanaida, and had it take -20 just to make the combat more "interesting" and it was a better move for the TJ. It goto to threaten the rest of the party, it got to hold somone, it got to avoid getting sneaked

Take that -20!
 

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Elder-Basilisk said:
Now, if you ask me, makng grapple an attack roll subject to all the normal bonuses and penalties, clarifying natural weapon attacks, and making constrict a special attack that deals damage when you pin an opponent (rather than any time you win a grapple check for any reason) would be plenty of simplification and would leave an elegant and streamlined rules subsystem.
That would be a step in the right direction, IMO.
 

We made some changes almost from day 1 which I will not get into here, but there are some things in this thread that people mentioned that I will hit on briefly.
Something about big dumb opponent catching small agile opponent: we made grapple attacks against Reflex, or a ranged touch attack if you prefer. It should be harder for a big lumbering creature to grab a small agile one, but if it actually does catch it, it should be able to hold onto it. Heroic or no, it is the truth. Then, basically, opposed rolls applied.
Damage done to a creature holding a target, added to the held target's chance to break free (equivalent to the hacking on a tentacle which we, obviously, knew should be an element in play).
The rules we go by would probably be about a paragraph long and seems to work well, but our attack round is closer to what 4ed appears to be heading towards.
 

Wormwood said:
Aftermath? Wow, I remember being really curious about that game from their Dragon Magazine ads back in the day.

I'll admit to some nostalgia about early 80's RPG design in all its glory (as someone who played and *loved* the Morrow Project as a freshman in high school). But my tastes have changed considerably since then.

I guess I'm just more willing to accept the vagaries which can accompany simple rules.

edit: I'm going to print out that sheet and pass it around this Friday. I'm honestly curious what the reaction will be.


Do an accurate flowchart of D&D combat, it will be longer and more complicated then you may intially imagine. I wager it will rival the Aftermath flowchart in complexity if not surpass it.
 

Wormwood said:
That would be a step in the right direction, IMO.

I have been toying with the idea of making grapple check a check vs a static DC, namely the opponents grapple modifier +10, with the added automatic failure on 1, and automatic success on a 20.

So:

bob the fighter has a +16 modifier (+8 bab, +4 str, +4 improved grapple) vs james the wizard, who has +3 modifier (+3 bab, +0 str)

Bob goes first, rolls touch attack, hits, then rolls a grapple attack vs "grapple-ac" 13 (10+3), if it hits, he grapples the wizard, and deals unarmed damage.

The wizard, if he wishes to get out of the grapple, he must succeed a grapple-tohit vs grapple-ac 26 (10+16). Which he can only do on a 20, in this case. His chance are a bit worse than it would have been with the normal rules, but not much (5% vs 7,5% if my math isn't off)

Creatures have a number of grapple attacks according to their BAB.

Any other move (pin, use as shield, move etc) takes an attack, and requires a grapple attack.


Anyway, I haven't considered it much, I am sure someone will point out why it would be bad to use static grapple checks, and cut away some of the rolling.
 

JDJblatherings said:
Do an accurate flowchart of D&D combat, it will be longer and more complicated then you may intially imagine. I wager it will rival the Aftermath flowchart in complexity if not surpass it.
That's a really good point---but I've been on the "combat needs to be simplified" bandwagon for a few years now.
 

Celebrim said:
Grappling is fine how it is. Any simplification of it has unnecessary side effects.
It is to laugh. Let's see it.

Do away with the AoO, and there really is no penalty for attempting to grapple. An unarmed guy can just reach around a sword with no problems.
Quite honestly, the AOO is the least of the issues.

Do away with the touch attack, and big clumsy ogres can grab nimble little pixies out of the air with ease.
Um, dude, they already can do that. Melee touch attacks are keyed off of strength -- whether they should be or not! -- and include base attack bonus, which adds up to an ogre having a +8 on his touch attack against a pixie's 15 touch AC. The clumsy ogre only needs a 7 to succeed at grabbing a nimble pixie.

Note that once you are grappling, these two complexities go away. They are things that happen before the grapple that are very helpful for balancing the game.
They don't really balance anything, but go ahead.

All the real complexity of grappling is in the condition 'grappled' itself. That is, for each action you could normally attempt, 'grappled' has some impact on the action. IMO, alot of the confusion here comes from minor differences between 3.0 and 3.5. Some changes were for the better (and some weren't) but I'm not sure that any were worth the confusion that they caused.
It's not really the 3.x changes that cause the problem -- it's that you have to look up whatever you want to do on the list and see if you can do it at all, and if so, find out how -- because it's not the usual way.

Grappling is a horribly unbalanced attack form. It is IRL too. My suggestion would be consider as a DM whether PC's foe needs to be 200' feet tall and weigh 160 tons, and consider as a PC whether getting up close and personal with something like that is actually a good idea.
But as previously mentioned, very large creatures are usually strong, and therefore very good at melee touches -- AND very good at starting and maintaining grapples. AND, ironically, very good at resisting "Shadow of the Colossus" style monster-climbing.

The grappling rules are far simplier than the combat rules as a whole. Perhaps we should simply get rid of the combat rules.
The point is that grapples are *different* from the usual rules, so learning one system in no way informs the other.

If the grapple rules used the same set of rules as the rest of the game, it would work fine -- but it doesn't do that.

For example, the Star Wars SE vehicle combat system has dogfighting, which is the vehicular equivalent of a grapple.

As a standard action or an attack of opportunity, you make an opposed Pilot check, with a -5 on the initiator. If you succeed, you've pulled the other guy into a dogfight.
Consequences? Every round, you have to use an action to Dogfight and you can't leave the square unless you successfully disengage.
What can you do in a dogfight? Well, as previously mentioned, you have to use an action every turn to Dogfight, and you can either attack or try to disengage with that action.

If you attack, it costs a standard action. You make an opposed Pilot check (no penalty) and if you succeed, you can fire one weapon at the enemy ship (a normal attack roll) as a swift action. If you fail, you can't fire.
If you try to disengage, it costs a move action. You make an opposed pilot check, and if you win you escape and move away.

Outsiders firing into a dogfight take a -5 on their attack roll.


Obviously physical combat doesn't have a Pilot-check-equivalent to represent your facility at moving quickly and accurately*, but this is a good example of a simple grapple rule that doesn't go too far outside of what is already expected in combat. You're doing all that with only skill checks, attack rolls, penalties, and action types.

*Actually, maybe there is. Use an Athletics check (or whatever skill includes the tumble ability) instead of a Pilot check, and these would probably work fine.
 
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Why not just have grapple become a regular attack versus the Reflex defense only? That seems simple enough; eliminate the AoO so it can be used, and leave bonus Reflex for size intact?

Within a Grapple, you can either Hold (occupy your space and deal Hold damage equal to Str bonus + 1/2 level) or Pin (occupy same space as foe and keep pinned in place) as an Immediate Followup action. Allow the option for the person Pinning to Attack with a Small weapon (nothing larger than a dagger) on the next round.

Foes would break the hold on their turn with a successful attack versus the Fortitude defense of the grappler (basically, attacking their Fortitude in order to break the grapple).
 

Grappleing is easy until you start dealing with non humanoid creatures . Creatures with rake and more natural weapons then their iterative.

To the op.

Does rake happen every round after the improved grab was used? can a creature automatically attack with all of its natural weapons without rolling when using improved grab?

Can a Behire bite (use improved grab), then rake (with all claws) then attack with 2 more claws as apart of a full attack? were are the rules located that would let me figure this out?

Grapple is not easy unless your a pc (and not a druid) because its clear what an attack is. when natural weapons are involved it gets alot harder because is each natural weapon an attack? or does it only use its base attack and then iterative attacks have to be mentally factored in to determined the actions a creature can make?
 


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