Why Grab Does Not Work

KarinsDad

Adventurer
The problem with Grab is Escape. The rules for Grab are ok, but the rules for Escape are not mathematically good.

The odds of escaping a Grab are quite large, even for an untrained PC.

The creature grabbing typically gives up a Standard Action, one hand (so cannot use it for shield or weapon), and needs a to hit roll to succeed. His chance of success is roughly 50%, but with success he does no damage. He merely immobilizes his opponent which typically at best gives Combat Advantage for future rounds and gave up a chance to do damage to acquire limited benefit.

The Escape, on the other hand, is very easy to accomplish. The Escapee uses up a Move Action instead of a Standard Action, and so regardless of success or not, he can still attack in the same round. Or, he can attempt to escape a second time if he fails the first time. For trained PCs, the chance of succeeding on the first attempt is roughly 70% (give or take). The chance for non-trained PCs is roughly 35% (25% difference plus 10% typical difference in stats).

If the PC attempts to do this with a Move Action and a Standard Action, it increases to ~91% and ~58%. Add in an Action Point if necessary, and those odds jump up to 97% and 73%. People can plug in their own numbers, but these are probably typical numbers. The odds of removing this condition, even without feats or magic is better than making a save for any other condition (which also have one round duration guarantee).

When one adds in Feats such as Skill Focus, Magic Items, and other modifiers (and the fact that allies can remove a grabbed PC with Push, Pull, or Slide) and that grabs really do not prevent the PC from acting, just moving, grapples really are a thing of the past and have no real teeth in this system. More of a nuisance than a viable combat option.

However, the math is basically the same as Intimidate: Skill vs. Defense. Unlike Intimidate, Escape has no +5 to +15 added to the defense side of the equation, hence, it is super easy to do.


So, I added a house rule of +5 to the Defense for Escape. I checked it out at a few levels and it still tends to give Trained PCs a near 50% chance of success per attempt, but non-Trained ones drop to about 15%. Still good odds against a Mind Flayer or Roper if the Wizard cannot kill it (or stun it or daze it or teleport away from it) per attempt considering that a weak untrained Wizard really should never escape the grasp of such a creature which is supposed to be good at grappling whereas the Wizard is not.

If there are additional (significant) rules that I am unaware of which change the basic math here (and yes, this already included PC armor check penalty and the bonus to fort/reflex that most monsters get), please let me know. Thanks.
 

log in or register to remove this ad

It seems that there is something... missing. Like grabbed should be a condition, or have a condition associated with it.
 


I'm not sure I see the problem.

Grab is not a very good maneuver. I don't think it's supposed to be, given that it can be done by anyone. But look at what it does: the target can't move, and to end the condition he needs to use his move action. Assuming they want to attack with their standard action, whether they escape or not, a successful grab keeps the target from moving for one turn. So you use it when the effects of the target not moving for one turn are more valuable than the effects of using an attack.

If there's something sufficiently devastating going to happen to them if they stick around that they're willing to use their standard action to escape, then either you get what you wanted, or you gave up your attack for one round to get them to give up their attack for one round. The two of you are equally inconvenienced, so you haven't lost anything by the grab.
 

Grab is for mob tactics. One monster grabs you and immobilizes you while its buddies pound on you. Potentially negating a bunch of movement powers that would let you avoid the damage.

It is also there to make it easier to set up things like the Bugbear Strangler's Strangle power. They also noticeably give you a -4 penalty to your Escape check.
 

Even if you almost always are able to escape a grab in one round, that's one round where you have to spend at least a move action (if not a standard action, too, to retry) to do so.
And while someone has you grabbed, he can also try to push you around without the need of any special powers.

On the paper I see no problem with that, but I still haven#t had the chance to check this out in the game.
 

Grab sucks. Good to hear. I'm sick of rulesets that make playing Grabass with the BBEG a valid tactic. 3E and WFRP both have this problem.
 

frankthedm said:
Grab sucks. Good to hear. I'm sick of rulesets that make playing Grabass with the BBEG a valid tactic. 3E and WFRP both have this problem.

I do not totally disagree with you. 3E Grapple was too potent.

But, 4E went overboard in the opposite direction. PCs and NPCs will never use it. The only conceivable time it might be used is if 3 or more enemies mob the target and the DM forces the target to roll to get out of each and every grab.

But as written, a Roper's or Mind Flayer's main attack sucks against the wimpy Wizard who took no skill, no feats, and no magic items for it.
 

So, 1 kobold grappling the wizard so he can't get away while the rest of his buddies poke you with spears aren't bad enough? ;)

I like the new grab, it will never be your default attack option, but it can be done without too much fuss. Monsters that grab will stop being the ultimate party killing machines. I have been playing some characters from level 1-14 (3.5) and the only time somebody has been close to death* have been because of grappling that is nearly impossible to get out of in 3.5

*Except my character, he is close to death all the time. Slaps head. Stupid knight. :)
 

KarinsDad said:
I do not totally disagree with you. 3E Grapple was too potent.

But, 4E went overboard in the opposite direction. PCs and NPCs will never use it. The only conceivable time it might be used is if 3 or more enemies mob the target and the DM forces the target to roll to get out of each and every grab.

I don't think that's quite right. I think it will be quite useful if 3 or more enemies mob the target and only ONE of them grabs, while the rest make attacks. Because if I remember correctly, being grabbed grants Combat Advantage to all adjacent foes, correct? If you've got a mob surrounding a PC, it's better than just flanking but not so good that it takes the PC out of the game for the entire combat (as Grapple had a tendency to do).

Not a great tactic for PCs to use, though.

KarinsDad said:
But as written, a Roper's or Mind Flayer's main attack sucks against the wimpy Wizard who took no skill, no feats, and no magic items for it.

Hm. I don't have my books yet, but I remember looking at the Mind Flayer entry over the weekend when I was perusing the books. Didn't it have some special effect that made its grab somewhat nasty?
 

Remove ads

Top