PDA

View Full Version : New Grappling Rules



Ziegander
2011-05-27, 09:59 PM
Here's my basic attempt at making grappling make sense, and making it more simple. Some of it is loosely based on Frank and Keith's work, some of it is more of my own invention. Thoughts? I am sure the system can be expanded, but thoughts on this start are quite welcome!

Grappling
To attempt any grapple maneuver you must first succeed at a melee touch attack against the target's touch AC, henceforth referred to as a Grapple attack. Many grappling maneuvers require opposed Grapple Checks, which are opposed attack rolls, modified by a relevant stat (given by the maneuver; can also be effected by feats). While using certain grappling maneuvers a creature's size may modify their grapple check. Whenever you succeed at using a grappling maneuver you may choose to maintain the maneuver at the start of your next turn, as a free action, or to dismiss the maneuver. If you maintain the maneuver you continue to use the maneuver as if you had just succeeded on the Grapple attack to start the maneuver. If you dismiss the maneuver you end its effects immediately. Some Grappling maneuvers have specific follow-up maneuvers. These maneuvers can only be used while you maintain the original maneuver and require a standard action to begin.

Grab - After a successful Grapple attack you can hold your opponent in place as long as you can maintain your hold, and can impose your physique over your opponent. After your grapple attack, you and the target make opposed grapple checks. If you succeed, the creature is immobilized for 1 round. If you fail, the creature shrugs you off.

The opposed grapple check for this maneuver is modified by each creature's Strength modifier. If you are at least two size categories smaller than your opponent he gains a +4 bonus to resist this maneuver.

You cannot attempt to Grab a creature more than two size categories larger than you.

While you are Grabbing a creature you may use the following maneuver:


Drag - After a successful opposed grapple check to use the Grab maneuver you may attempt to Drag the creature with another successful opposed grapple check. The opposed grapple check for this maneuver is modified by each creature's Strength modifier.

If you succeed, you may move at 1/2 your normal speed, dragging the creature with you, ending your movement with the effected creature in an open square adjacent to you. You must end your movement in a square with at least one open adjacent square. Your movement and the dragged creature's movement might provoke attacks of opportunity as normal, but never from each other. The creature remains Immobilized for an additional round.

If you fail, you are still considered Grabbing your opponent, but the opponent can spend an immediate action to make another set of opposed grapple checks. During this set of grapple checks, if the opponent succeeds, your Grab maneuver is automatically ended, and the target shrugs you off. If it fails, your Grab maneuver is sustained until you dismiss it.


Restrain - After a successful Grapple attack you may attempt to block a foe's attacks made with a single attack mode. You and your opponent make opposed grapple checks.

If you succeed, you restrain an arm, or a leg, or a set of jaws, etc for 1 round, rendering them incapable of making attacks with a held weapon or natural weapon of your choice.

If you fail, the enemy shrugs your attempt off causing no effect.

You may make use of multiple Restrain maneuvers against the same target, and are able to maintain a number of Restrain maneuvers against a target equal to the number of attacks you are able to make as part of a full attack action. If you have any abilities that allow you to take additional attacks during a full attack action you may maintain that many additional Restrain maneuvers, however you take a penalty to your grapple checks equal to any penalty to attack rolls that ability would normally incur.

Hold On - After a successful Grapple attack you can move into the target's square, clinging to him, even climbing on him if he is that much bigger than you. After your grapple attack, you and the target make opposed grapple checks.

If you succeed you hold fast to the target, effectively riding him. If you fail, you can relinquish your hold immediately, or you can cling to the target as a standard action each round.

While you Hold On to the target you gain a +2 Cover bonus to AC if the target is your at least your size or smaller than three sizes larger than you, and a +4 Cover bonus to AC if the target is at least three sizes larger than you.

You take a -1 penalty to attack rolls if the creature moves during its turn, and an additional -1 penalty to attack rolls against the creature if it is your size or one size larger. If the creature is more than two sizes larger than you, you gain a +1 bonus your attack rolls against it.

To dismiss a successful Hold On maneuver you must spend a move action. While you Hold On or cling to a creature, you cannot use move actions to do anything but dismiss the maneuver.

While you Hold On or cling to a creature you move with that creature, remaining in it's square wherever it goes. If the creature is knocked prone, you must succeed at a new opposed grapple check, as an immediate action, to sustain the maneuver, otherwise you fall prone into any open adjacent square.

You cannot Hold On to a creature more than one size smaller than you.


Being Held On To - If another creature has grabbed on to your character, their weight counts against your carrying capacity. If you’re overloaded, you may be unable to move or even collapse until you shake your opponent off.

You can attempt to attack a creature holding on to you, but your strength modifier is halved for such attacks.


Wrestle - After a successful Grapple attack you can move into the target's square and attempt to restrain him to the best of your ability. After the grapple attack, you and the target make opposed grapple checks.

If you succeed, the creature is entangled for 1 round. If you fail, the target pushes you out of its square. The opposed grapple check for this maneuver is modified by each creature's choice of Dexterity or Strength modifiers. If you are at least two size categories smaller than your opponent he gains a +4 bonus to resist this maneuver.

You cannot attempt to Wrestle a creature more than two size categories larger than you. While you are Wrestling a creature you may use the following additional maneuvers:


Pin - After a successful opposed grapple check to use the Wrestle maneuver you may attempt to Pin the creature with another successful opposed grapple check. The opposed grapple check for this maneuver is modified by each creature's choice of Dexterity or Strength modifiers.

If you succeed, the creature falls prone and is rendered Immobilized.

If you fail, you are still considered Wrestling with your opponent, but the opponent can spend an immediate action to make another set of opposed grapple checks. During this set of grapple checks, if the opponent succeeds your Wrestle maneuver is automatically ended, and the target pushes you out of its square. If it fails, your Wrestle maneuver is sustained until you dismiss it.

While you pin a creature you may make attacks against it at no penalty, but take a -4 penalty to any other attacks you make. The pinned creature gains a +2 Cover bonus to AC against attacks not made by you if you are fewer than three size categories larger than it, or a +4 Cover bonus to AC against attacks not made by you if you are at least three sizes larger than it.

You and the pinned creature lose your dexterity bonus to AC against other creatures.

Anytime a pinned creature attempts any action you may spend an immediate action to make a set of opposed grapple checks. If you succeed, the pinned creature's action is wasted. If you fail, the pinned creature acts normally.


Lift Up - After a successful opposed grapple check to use the Wrestle maneuver you may attempt to Lift Up the creature with another successful opposed grapple check. The opposed grapple check for this maneuver is modified by your Strength modifier, but by the target creature's choice of its Dexterity or Strength modifiers.

If you succeed, you enjoy all the benefits of the Hold On maneuver against your foe, while he experiences all the drawbacks.

If you fail, you are still considered Wrestling with your opponent, but the opponent can spend an immediate action to make another set of opposed grapple checks. During this set of grapple checks, if the opponent succeeds your Wrestle maneuver is automatically ended, and the target pushes you out of its square. If it fails, your Wrestle maneuver is sustained until you dismiss it.

You must have a Strength score high enough to carry the targeted creature as a Medium load.

To dismiss a Lift Up maneuver you must spend a standard action to either set the creature down, to slam it down, or to hurl it. You can set a creature down on its feet or prone (your choice). A slammed creature falls prone in any square adjacent to you and is dealt 1d6 damage/+1 of your Strength modifier. A hurled creature falls prone in any open square up to 5ft/+1 of your Strength modifier away from you and is dealt 1d6 damage/10ft traveled this way. While you Lift Up a creature you may only spend your standard actions to attack the creature or to dismiss the maneuver.