Selyss
2015-07-24, 09:25 AM
I wonder... imagine you have a big flying monster (with Improved Grab (http://www.dandwiki.com/wiki/SRD:Improved_Grab)) that just snatched a poor hero off the ground and is now grappling with him.
1) How far can it fly upward now in the next round, assuming it has "fly 60ft / poor"?
Poor maneuverability means half vertical speed (http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions), so in free flight it could do 30ft vertical per round (or 120ft if it does a full-round "running" fly). But what's the situation when it has that hero in its claw/tail/whatever? Does it have to make a grapple check like a landbound monster, just to move (http://www.dandwiki.com/wiki/SRD:Grapple#Move) at all? If so at what speed? Would it mean it ends up at 60ft * 1/2 (because vertical) * 1/2 (because grappling) = only 15ft? Or even immobile if the check fails? Which for poor flyers means "fall out of the sky"...
*scratches head* If that is true, then it seems the only sensible way to keep the monster flying would be to use the added "loose grip" option that ImprovedGrab offers (take -20 on your grapple checks, but monster itself is not considered grappled or grappling and can move freely).
2) Assuming it used a full-round "run" action movement to fly up, would it be able to release the hero in the same round?
Point being - would "opening your claw/unwinding your tail" be a free action or a move action in this context?
Any opinions?
1) How far can it fly upward now in the next round, assuming it has "fly 60ft / poor"?
Poor maneuverability means half vertical speed (http://www.d20srd.org/srd/movement.htm#movingInThreeDimensions), so in free flight it could do 30ft vertical per round (or 120ft if it does a full-round "running" fly). But what's the situation when it has that hero in its claw/tail/whatever? Does it have to make a grapple check like a landbound monster, just to move (http://www.dandwiki.com/wiki/SRD:Grapple#Move) at all? If so at what speed? Would it mean it ends up at 60ft * 1/2 (because vertical) * 1/2 (because grappling) = only 15ft? Or even immobile if the check fails? Which for poor flyers means "fall out of the sky"...
*scratches head* If that is true, then it seems the only sensible way to keep the monster flying would be to use the added "loose grip" option that ImprovedGrab offers (take -20 on your grapple checks, but monster itself is not considered grappled or grappling and can move freely).
2) Assuming it used a full-round "run" action movement to fly up, would it be able to release the hero in the same round?
Point being - would "opening your claw/unwinding your tail" be a free action or a move action in this context?
Any opinions?