Squeejee
2010-04-15, 06:26 PM
Preface
Well, I've said it once and I'll say it again: D20 is not grapple-friendly. It's difficult to pull off, not very useful once you DO pull it off, and generally slows down combat (which is already painfully slow for some) significantly and is just a general downer.
My goals with this system? Make grappling as simple as possible. One of the main draws for many D20 players is that the core mechanic is so easy to remember, and over-complication is the main reason grapple rules are avoided.
The main reason for simplicity in this system is focus. Here, you're basically either trying to hold your opponent (a series of grapple checks) or punch their lights out (a series of attack rolls). The only real change to combat grappling makes is a change of status quo - fast characters are screwed if they let themselves get pulled in by a strong character, making escape artist even more useful a skill for them to have. This means that grappling is often a very sensible and strategic move to make, should your front line character choose to make it.
Now, while I'm personally certain this is an improvement over the current rules, some groups (especially groups running gritty, martially-minded campaigns) may find the options available in these rules somewhat lacking. If that's the case, you should check out my Better Grapple Rules (http://www.giantitp.com/forums/showthread.php?p=8278470#post8278470) - they're my initial, full version that add a degree of tactics and deadliness to grappling that the simple version lacks.
And now, on to the system.
Step 1: Initiate Grapple
Initiating a grapple is a standard action.
The initiator rolls a melee touch attack versus his target.
If the initiator hit his opponent's touch AC, continue to step 2.
If the initiator misses this particular attack, he provokes an attack of opportunity for trying - and failing - to grab his opponent's arm (or similar appendage). A character with the Improved Grapple feat does not provoke this attack for a failed grapple attempt.
Step 2: Consequences of Grappling
When a grapple starts, grapplers move into the same square. The initiator decides whether both involved move into his own square, or if he should move into his opponent's square.
Grapplers are flat-footed to all attacks, as their attention is focused on their opponent.
Each grappler is granted 50% cover against all attacks, except those from the other grappler.
Step 3: Starting The Grapple
Once he has initiated a grapple, the initiator has a decision to make: his goal. He chooses one option below and follows the steps outlined. Certain feats may grant additional options.
Grapple to Pin
The most often-used excuse for grappling, a grapple to pin is an attempt to hold your opponent down - perhaps to affix manacles to their hands, or simply keep them from casting spells.
Quite simply, the initiator and his opponent each roll an opposed grapple check. If the initiator wins, his turn ends - and he has successfully pinned his opponent.
At his option, a pinning initiator is either holding his opponent prone against the ground, or standing with him in a full nelson (or similar).
If the opponent wins, he can choose to end the grapple immediately, or continue it into his own turn.
A pinned character is considered helpless against attacks from outside sources, and is no longer afforded the 50% cover against attacks from them.
A pinning character, while still flat footed against attacks, retains his 50% cover as he tries to block attacks with his opponent.
Grapple to Slam
Another popular option, grappling to slam is holding your opponent still while you wail on him for massive damage. Or is it "whale on him"? I can never tell...
When grappling to slam, the initiator begins by making an opposed grapple roll with his opponent. If the initiator wins, he is granted a melee attack - unarmed or with any light weapon at his disposal - against his opponent.
For the purposes of this attack, his opponent is considered flat footed. Therefore, his DEX and dodge bonuses to AC don't apply, and any sneak attack or similar damage he is entitled to applies.
If the opponent wins, he can choose to end the grapple immediately, or continue it into his own turn.
Step 4: Continuing the Grapple
As the grapple continues, fighters have more options - depending on what happened already. Here's a breakdown of what can happen.
Break Pin - Standard Action
If a character is successfully pinned, their ONLY option when their turn comes around is to break the pin, which is done one of two ways.
The first way involves force - the pinned character rolls an opposed grapple check with his pinner.
The second way involves finesse. The pinned character makes an escape artist roll, opposed by a grapple check from the pinner.
In either case, if the pinned character wins, he is no longer pinned, and may choose to end the grapple or continue it.
If the pinner wins, the pinned character's turn ends with no change.
Slam - Standard Action or Full-Round Action
A character in a grapple who is not pinned may choose to make a melee attack or attacks versus his opponent, unarmed or with any previously-drawn light weapon.
In a grapple, your target is considered flat-footed against your attacks.
You may make a single attack as a standard action, or a full attack action as a full round action - which, if you are entitled to multiple attacks, is generally the better option.
Hold - Move Action
A character who wants to keep his opponent from escaping must maintain a pin. If the character selects the "Hold" action, his turn ends, and his opponent remains pinned until his next turn.
If the opponent isn't already pinned, the holding character makes a roll as described above in Grapple to Pin, with the results as described there.
Escape - Standard Action
If your opponent is no longer pinning you, or never was, escaping the grapple is fairly easy. An escapee rolls an opposed grapple check against his opponent, who takes a -4 to this check.
If the escapee wins, the grapple is over.
If his opponent wins, the grapple continues.
Cast a Spell - As the spell to be cast
A spellcaster caught in a grapple often has a trick up his sleeve that would be extremely helpful right about now, such as Tenser's Transformation.
A spellcaster rolls a concentration check, opposed by a grapple check from his opponent. His opponent adds the spell level of the spell the spellcaster is trying to cast as a bonus to his grapple check.
If the spellcaster's concentration check beats his opponent's grapple roll, the spell goes off as usual.
If the opponent's grapple roll beats the spellcaster's grapple check, the spell fails and its slot is lost.
Well, I've said it once and I'll say it again: D20 is not grapple-friendly. It's difficult to pull off, not very useful once you DO pull it off, and generally slows down combat (which is already painfully slow for some) significantly and is just a general downer.
My goals with this system? Make grappling as simple as possible. One of the main draws for many D20 players is that the core mechanic is so easy to remember, and over-complication is the main reason grapple rules are avoided.
The main reason for simplicity in this system is focus. Here, you're basically either trying to hold your opponent (a series of grapple checks) or punch their lights out (a series of attack rolls). The only real change to combat grappling makes is a change of status quo - fast characters are screwed if they let themselves get pulled in by a strong character, making escape artist even more useful a skill for them to have. This means that grappling is often a very sensible and strategic move to make, should your front line character choose to make it.
Now, while I'm personally certain this is an improvement over the current rules, some groups (especially groups running gritty, martially-minded campaigns) may find the options available in these rules somewhat lacking. If that's the case, you should check out my Better Grapple Rules (http://www.giantitp.com/forums/showthread.php?p=8278470#post8278470) - they're my initial, full version that add a degree of tactics and deadliness to grappling that the simple version lacks.
And now, on to the system.
Step 1: Initiate Grapple
Initiating a grapple is a standard action.
The initiator rolls a melee touch attack versus his target.
If the initiator hit his opponent's touch AC, continue to step 2.
If the initiator misses this particular attack, he provokes an attack of opportunity for trying - and failing - to grab his opponent's arm (or similar appendage). A character with the Improved Grapple feat does not provoke this attack for a failed grapple attempt.
Step 2: Consequences of Grappling
When a grapple starts, grapplers move into the same square. The initiator decides whether both involved move into his own square, or if he should move into his opponent's square.
Grapplers are flat-footed to all attacks, as their attention is focused on their opponent.
Each grappler is granted 50% cover against all attacks, except those from the other grappler.
Step 3: Starting The Grapple
Once he has initiated a grapple, the initiator has a decision to make: his goal. He chooses one option below and follows the steps outlined. Certain feats may grant additional options.
Grapple to Pin
The most often-used excuse for grappling, a grapple to pin is an attempt to hold your opponent down - perhaps to affix manacles to their hands, or simply keep them from casting spells.
Quite simply, the initiator and his opponent each roll an opposed grapple check. If the initiator wins, his turn ends - and he has successfully pinned his opponent.
At his option, a pinning initiator is either holding his opponent prone against the ground, or standing with him in a full nelson (or similar).
If the opponent wins, he can choose to end the grapple immediately, or continue it into his own turn.
A pinned character is considered helpless against attacks from outside sources, and is no longer afforded the 50% cover against attacks from them.
A pinning character, while still flat footed against attacks, retains his 50% cover as he tries to block attacks with his opponent.
Grapple to Slam
Another popular option, grappling to slam is holding your opponent still while you wail on him for massive damage. Or is it "whale on him"? I can never tell...
When grappling to slam, the initiator begins by making an opposed grapple roll with his opponent. If the initiator wins, he is granted a melee attack - unarmed or with any light weapon at his disposal - against his opponent.
For the purposes of this attack, his opponent is considered flat footed. Therefore, his DEX and dodge bonuses to AC don't apply, and any sneak attack or similar damage he is entitled to applies.
If the opponent wins, he can choose to end the grapple immediately, or continue it into his own turn.
Step 4: Continuing the Grapple
As the grapple continues, fighters have more options - depending on what happened already. Here's a breakdown of what can happen.
Break Pin - Standard Action
If a character is successfully pinned, their ONLY option when their turn comes around is to break the pin, which is done one of two ways.
The first way involves force - the pinned character rolls an opposed grapple check with his pinner.
The second way involves finesse. The pinned character makes an escape artist roll, opposed by a grapple check from the pinner.
In either case, if the pinned character wins, he is no longer pinned, and may choose to end the grapple or continue it.
If the pinner wins, the pinned character's turn ends with no change.
Slam - Standard Action or Full-Round Action
A character in a grapple who is not pinned may choose to make a melee attack or attacks versus his opponent, unarmed or with any previously-drawn light weapon.
In a grapple, your target is considered flat-footed against your attacks.
You may make a single attack as a standard action, or a full attack action as a full round action - which, if you are entitled to multiple attacks, is generally the better option.
Hold - Move Action
A character who wants to keep his opponent from escaping must maintain a pin. If the character selects the "Hold" action, his turn ends, and his opponent remains pinned until his next turn.
If the opponent isn't already pinned, the holding character makes a roll as described above in Grapple to Pin, with the results as described there.
Escape - Standard Action
If your opponent is no longer pinning you, or never was, escaping the grapple is fairly easy. An escapee rolls an opposed grapple check against his opponent, who takes a -4 to this check.
If the escapee wins, the grapple is over.
If his opponent wins, the grapple continues.
Cast a Spell - As the spell to be cast
A spellcaster caught in a grapple often has a trick up his sleeve that would be extremely helpful right about now, such as Tenser's Transformation.
A spellcaster rolls a concentration check, opposed by a grapple check from his opponent. His opponent adds the spell level of the spell the spellcaster is trying to cast as a bonus to his grapple check.
If the spellcaster's concentration check beats his opponent's grapple roll, the spell goes off as usual.
If the opponent's grapple roll beats the spellcaster's grapple check, the spell fails and its slot is lost.