Yahzi
2017-09-18, 07:35 AM
You guys were a big help with my Swimming check discussion, so here's another.
Grapples. They're far too confusing and dice-rolling. Here's my simplified rules. These are a bit different, in that I think once you're pinned, you're boned. Sure, you can watch the wrestlers reversing positions and all, but that's only because they haven't gotten the pin yet. Once they do, that's it; the fight is over.
Also, it's really, really hard to prevent a grapple. If a trained grappler wants to grapple, you're going to grapple. At best you get one good hit on him on the way in. Now here's the thing: in MMA, one hit probably doesn't end the fight. You punch him, he tackles you, and we're off to the races. But if you've got a sword or a knife in your hand, that one hit could very well be all it takes.
Sure, high-level fighters can suck up a hit to grapple someone, but that's fine. High-level fighters get to do that.
Under these rules you would charge into someone, they'd get a free swing, then on their next turn they'd get a chance to Escape, and then you could pin them. That seems reasonable to me. And a lot less dicey. What do you guys think?
GRAPPLING
To initiate a grapple, move into the target’s square. The target gets a free AoO (even if they have already used on this turn), unless they are prone.
If you have Improved Grapple and the AoO hits, you still initiate a grapple (assuming the damage from the hit does not kill you). If you do not have Improved Grapple and the AoO hits, then you end your turn without grappling.
If you succeed in initiating a grapple, on the following turns you and the target choose from these options:
Attack Make an attack roll with either your unarmed attack or a single light weapon. If you have multiple attacks from BAB you may use all of them. Shields do not provide any AC while you are in a grapple but armor and dexterity still do.
Pin Make an opposed STR check with a -8 to your roll. If you have Improved Grapple, the penalty is only -4. If your target is one size category larger, you take another -4; you cannot pin a target two size categories larger. If your opponent is one or more size categories smaller you gain a +4. If you succeed, the target is now helpless: -4 AC, no DEX bonus, and they cannot take any actions, including speech, unless you let them. The pin lasts until you choose the Escape option. On your successive turns you may choose other options and still maintain the pin.
Drag Make an opposed STR check, with a -4 to your roll if you are smaller or a +4 if you are larger. Whichever grappler has the most legs gains another +4. If you succeed, you move yourself and the target up to ½ your movement. A pinned opponent cannot resist being dragged.
Escape Make an opposed STR check, with a -4 if you are smaller or a +4 if you are larger. If you succeed, you move into an adjacent square and the grapple is over. If you were prone, you still are. You (or your target) may choose to fail this roll if you want to let the other person escape and end the grapple.
Trip Make a trip attack, but without provoking an AoO. If you succeed, choose whether you will maintain the grapple and become prone as well, or whether you will leave the grapple by putting the target prone in an adjacent square and remaining standing. If your opponent trips you in turn, they get to make the same choice. If you and the target are already prone, you cannot Trip.
Other Use a magic item that does not require anything more than a code word, cast a 1-action spell with no somatic components (but requires a Concentration check), shout a message, or draw a light weapon.
Grapples. They're far too confusing and dice-rolling. Here's my simplified rules. These are a bit different, in that I think once you're pinned, you're boned. Sure, you can watch the wrestlers reversing positions and all, but that's only because they haven't gotten the pin yet. Once they do, that's it; the fight is over.
Also, it's really, really hard to prevent a grapple. If a trained grappler wants to grapple, you're going to grapple. At best you get one good hit on him on the way in. Now here's the thing: in MMA, one hit probably doesn't end the fight. You punch him, he tackles you, and we're off to the races. But if you've got a sword or a knife in your hand, that one hit could very well be all it takes.
Sure, high-level fighters can suck up a hit to grapple someone, but that's fine. High-level fighters get to do that.
Under these rules you would charge into someone, they'd get a free swing, then on their next turn they'd get a chance to Escape, and then you could pin them. That seems reasonable to me. And a lot less dicey. What do you guys think?
GRAPPLING
To initiate a grapple, move into the target’s square. The target gets a free AoO (even if they have already used on this turn), unless they are prone.
If you have Improved Grapple and the AoO hits, you still initiate a grapple (assuming the damage from the hit does not kill you). If you do not have Improved Grapple and the AoO hits, then you end your turn without grappling.
If you succeed in initiating a grapple, on the following turns you and the target choose from these options:
Attack Make an attack roll with either your unarmed attack or a single light weapon. If you have multiple attacks from BAB you may use all of them. Shields do not provide any AC while you are in a grapple but armor and dexterity still do.
Pin Make an opposed STR check with a -8 to your roll. If you have Improved Grapple, the penalty is only -4. If your target is one size category larger, you take another -4; you cannot pin a target two size categories larger. If your opponent is one or more size categories smaller you gain a +4. If you succeed, the target is now helpless: -4 AC, no DEX bonus, and they cannot take any actions, including speech, unless you let them. The pin lasts until you choose the Escape option. On your successive turns you may choose other options and still maintain the pin.
Drag Make an opposed STR check, with a -4 to your roll if you are smaller or a +4 if you are larger. Whichever grappler has the most legs gains another +4. If you succeed, you move yourself and the target up to ½ your movement. A pinned opponent cannot resist being dragged.
Escape Make an opposed STR check, with a -4 if you are smaller or a +4 if you are larger. If you succeed, you move into an adjacent square and the grapple is over. If you were prone, you still are. You (or your target) may choose to fail this roll if you want to let the other person escape and end the grapple.
Trip Make a trip attack, but without provoking an AoO. If you succeed, choose whether you will maintain the grapple and become prone as well, or whether you will leave the grapple by putting the target prone in an adjacent square and remaining standing. If your opponent trips you in turn, they get to make the same choice. If you and the target are already prone, you cannot Trip.
Other Use a magic item that does not require anything more than a code word, cast a 1-action spell with no somatic components (but requires a Concentration check), shout a message, or draw a light weapon.