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<blockquote data-quote="ChrisHaines" data-source="post: 2910908" data-attributes="member: 32216"><p>Tequila Sunrise,</p><p>I did away with the Max DEX and Speed Reduction mechanic and changed the weight of armor. When wearing Heavy armor, you triple its weight, when wearing Medium armor you double its weight, and the weight of Light armor is unchanged when worn. Then I moved to Encumbrance. If you carry a Light load you suffer no penalties. If you carry a Medium load your DEX is reduced by ¼ rounded down only when determining your modifier to AC, your Speed is reduced by ¼ rounded down to the nearest five foot increment, your Run speed is limited to four times your base Speed, and you suffer a -4 check penalty to any Skill or Ability check that involves movement. If you carry a Heavy load your DEX is reduced by ½ rounded down when determining your modifier to AC, your Speed is reduced by ½ rounded down to the nearest five foot increment, your Run speed is limited to three times your base Speed, and you suffer a -8 penalty to any Skill or Ability check that requires movement. It is pretty generic and you could argue some of the realistic aspects, but for me and my players it was acceptable.</p><p></p><p>I slightly altered the Grapple mechanics. I'll just cut and paste what I have written up.</p><p></p><p><strong>Grappling</strong></p><p>You draw an Attack of Opportunity if you attempt to Grapple an opponent. If an Attack of Opportunity is successful against you while attempting to grapple, any damage done is deducted from your first Grapple check. You then make a Melee Touch Attack. If your touch attack is successful, both you and your opponent make opposed Grapple checks. A Grapple check is 1d20 + your Base Attack bonus + your STR bonus. If a combatant is larger than the other, they receive a +4 bonus to their Grapple checks for every size level larger. If the opponent fails, both of you are considered Grappled. Combatants that are Grappled do not threaten the area around them and do not receive their DEX bonus to AC against opponents out of the grapple. If you attempt to Grapple an opponent that is already Grappled, you do not provoke an Attack of Opportunity, and the melee touch attack automatically succeeds. Combatants may attack with a Light weapon while Grappling, but they may not fight two handed.</p><p>A Grapple check is 1d20 + your Base Attack bonus + your STR bonus. You can make as many additional Grapple checks as you have iterative attacks as a Full Round Action. When defending with an opposed Grapple check, you can make as many checks as your attacker makes. If a combatant is larger than the other, they receive a +4 bonus to their Grapple checks for every size level larger. There are several things you can do with a successful Grapple check once you are Grappling an opponent. You can damage your opponent with an Unarmed Strike or Light weapon, only scoring a Critical hit if you roll the threat range of the weapon used and confirm it in addition to beating your opponent’s opposed Grapple check. You may Pin your opponent for one round, rendering the opponent immobile but not Helpless, giving any attacks from anyone other than you against the pinned opponent a +2 bonus to hit. You may break out of a Pin with a successful Grapple check, leaving you still grappling with your opponent. You may also break free of a Grapple with a successful Grapple check. Combatants may attempt to use Tumble check instead of a Grapple check to win an opposed Grapple roll to escape free of a Pin or Grapple as a Standard Action. Escaping from a Pin does not get you out of the Grapple, just from being Pinned. You may move half your Speed with a successful grapple check, taking the opponent with you, but doing so takes a Move-Equivalent action. If you are more than two Sizes larger than your opponent, you may move normally with a Grapple check. You may attempt to retrieve a stored item in one hand with a successful grapple check, but doing so takes a Full Round action. You may use an opponent’s Light weapon or object held against them with a successful grapple check. You may assist an ally with Grappling an opponent by making a Grapple check as a Full Round Action before your ally makes their Grapple checks that round. For every 10 points you score on your Grapple check, your ally can add a bonus of +2 to their Grapple checks for the round. Opponents being Grappled by more than one opponent only need to make a single Grapple check to escape which must beat each opponent’s Grapple check.</p><p></p><p>Here are some feats I used or altered as well.</p><p></p><p><strong>Improved Grapple</strong></p><p>Prereqs - Combat Reflexes</p><p>Benefit - You do not provoke an Attack of Opportunity when initiating a Grapple and receive a +4 bonus to your first Grapple check when initiating a Grapple with an opponent.</p><p></p><p><strong>Grapple Expertise</strong></p><p>Prereqs - Combat Reflexes, Improved Grapple</p><p>Benefit - You are able to Grapple with less effort. You have the benefit of being able to threaten the squares around you while grappling, attacking with any One Handed Melee attack or with an Unarmed Attack. If an opponent attempts to Grapple you while you are grappling with another opponent they must roll for their Melee Touch attack and you can take an Attack of Opportunity if one is normally provoked. Opponent’s are also at a penalty of –4 to escape from all Grapples with you.</p><p></p><p><strong>Sleeper Hold</strong></p><p>Prereqs - Combat Reflexes, Improved Grapple, Grapple Expertise</p><p>Benefit - If you maintain a successful Pin for one whole round while Grappling, you may attempt a stun attack as a Full Round action on the next round. You and your opponent make an opposed Grapple check. If you succeed, the opponent must make a Fortitude save versus a DC equal to 10 + ½ your level [rounded up] + your STR modifier or be Stunned for one round.</p><p></p><p><strong>Wrenching Hold</strong></p><p>Prereqs - Combat Reflexes, Improved Grapple, Grapple Expertise, Weapon Focus [Grapple], Improved Critical [Grapple]</p><p>Benefit - You can cause a great deal of damage with a Grapple check as a Standard Action. If your Grapple check succeeds you deal an automatic Critical hit with your unarmed attack or light weapon damage without the need to roll the weapons threat range or confirming it.</p><p></p><p><strong>Death Grip</strong></p><p>Prereqs - Combat Reflexes, Improved Unarmed Strike, Improved Grapple, Grapple Expertise, Sleeper Hold, Wrenching Hold, Weapon Focus [Grapple], Improved Critical [Grapple]</p><p>Benefit - If you perform and maintain a successful Sleeper Hold on an opponent for one round, you may perform a Coup De Grace while Grappling as a Full Round action on your victim your following turn by making a successful Grapple check.</p></blockquote><p></p>
[QUOTE="ChrisHaines, post: 2910908, member: 32216"] Tequila Sunrise, I did away with the Max DEX and Speed Reduction mechanic and changed the weight of armor. When wearing Heavy armor, you triple its weight, when wearing Medium armor you double its weight, and the weight of Light armor is unchanged when worn. Then I moved to Encumbrance. If you carry a Light load you suffer no penalties. If you carry a Medium load your DEX is reduced by ¼ rounded down only when determining your modifier to AC, your Speed is reduced by ¼ rounded down to the nearest five foot increment, your Run speed is limited to four times your base Speed, and you suffer a -4 check penalty to any Skill or Ability check that involves movement. If you carry a Heavy load your DEX is reduced by ½ rounded down when determining your modifier to AC, your Speed is reduced by ½ rounded down to the nearest five foot increment, your Run speed is limited to three times your base Speed, and you suffer a -8 penalty to any Skill or Ability check that requires movement. It is pretty generic and you could argue some of the realistic aspects, but for me and my players it was acceptable. I slightly altered the Grapple mechanics. I'll just cut and paste what I have written up. [B]Grappling[/B] You draw an Attack of Opportunity if you attempt to Grapple an opponent. If an Attack of Opportunity is successful against you while attempting to grapple, any damage done is deducted from your first Grapple check. You then make a Melee Touch Attack. If your touch attack is successful, both you and your opponent make opposed Grapple checks. A Grapple check is 1d20 + your Base Attack bonus + your STR bonus. If a combatant is larger than the other, they receive a +4 bonus to their Grapple checks for every size level larger. If the opponent fails, both of you are considered Grappled. Combatants that are Grappled do not threaten the area around them and do not receive their DEX bonus to AC against opponents out of the grapple. If you attempt to Grapple an opponent that is already Grappled, you do not provoke an Attack of Opportunity, and the melee touch attack automatically succeeds. Combatants may attack with a Light weapon while Grappling, but they may not fight two handed. A Grapple check is 1d20 + your Base Attack bonus + your STR bonus. You can make as many additional Grapple checks as you have iterative attacks as a Full Round Action. When defending with an opposed Grapple check, you can make as many checks as your attacker makes. If a combatant is larger than the other, they receive a +4 bonus to their Grapple checks for every size level larger. There are several things you can do with a successful Grapple check once you are Grappling an opponent. You can damage your opponent with an Unarmed Strike or Light weapon, only scoring a Critical hit if you roll the threat range of the weapon used and confirm it in addition to beating your opponent’s opposed Grapple check. You may Pin your opponent for one round, rendering the opponent immobile but not Helpless, giving any attacks from anyone other than you against the pinned opponent a +2 bonus to hit. You may break out of a Pin with a successful Grapple check, leaving you still grappling with your opponent. You may also break free of a Grapple with a successful Grapple check. Combatants may attempt to use Tumble check instead of a Grapple check to win an opposed Grapple roll to escape free of a Pin or Grapple as a Standard Action. Escaping from a Pin does not get you out of the Grapple, just from being Pinned. You may move half your Speed with a successful grapple check, taking the opponent with you, but doing so takes a Move-Equivalent action. If you are more than two Sizes larger than your opponent, you may move normally with a Grapple check. You may attempt to retrieve a stored item in one hand with a successful grapple check, but doing so takes a Full Round action. You may use an opponent’s Light weapon or object held against them with a successful grapple check. You may assist an ally with Grappling an opponent by making a Grapple check as a Full Round Action before your ally makes their Grapple checks that round. For every 10 points you score on your Grapple check, your ally can add a bonus of +2 to their Grapple checks for the round. Opponents being Grappled by more than one opponent only need to make a single Grapple check to escape which must beat each opponent’s Grapple check. Here are some feats I used or altered as well. [B]Improved Grapple[/B] Prereqs - Combat Reflexes Benefit - You do not provoke an Attack of Opportunity when initiating a Grapple and receive a +4 bonus to your first Grapple check when initiating a Grapple with an opponent. [B]Grapple Expertise[/B] Prereqs - Combat Reflexes, Improved Grapple Benefit - You are able to Grapple with less effort. You have the benefit of being able to threaten the squares around you while grappling, attacking with any One Handed Melee attack or with an Unarmed Attack. If an opponent attempts to Grapple you while you are grappling with another opponent they must roll for their Melee Touch attack and you can take an Attack of Opportunity if one is normally provoked. Opponent’s are also at a penalty of –4 to escape from all Grapples with you. [B]Sleeper Hold[/B] Prereqs - Combat Reflexes, Improved Grapple, Grapple Expertise Benefit - If you maintain a successful Pin for one whole round while Grappling, you may attempt a stun attack as a Full Round action on the next round. You and your opponent make an opposed Grapple check. If you succeed, the opponent must make a Fortitude save versus a DC equal to 10 + ½ your level [rounded up] + your STR modifier or be Stunned for one round. [B]Wrenching Hold[/B] Prereqs - Combat Reflexes, Improved Grapple, Grapple Expertise, Weapon Focus [Grapple], Improved Critical [Grapple] Benefit - You can cause a great deal of damage with a Grapple check as a Standard Action. If your Grapple check succeeds you deal an automatic Critical hit with your unarmed attack or light weapon damage without the need to roll the weapons threat range or confirming it. [B]Death Grip[/B] Prereqs - Combat Reflexes, Improved Unarmed Strike, Improved Grapple, Grapple Expertise, Sleeper Hold, Wrenching Hold, Weapon Focus [Grapple], Improved Critical [Grapple] Benefit - If you perform and maintain a successful Sleeper Hold on an opponent for one round, you may perform a Coup De Grace while Grappling as a Full Round action on your victim your following turn by making a successful Grapple check. [/QUOTE]
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