Deathtongue
2018-04-17, 10:55 AM
Grappling plus shoving prone is a VERY powerful tactic, especially when it doesn't come out of your pool of primary actions. When minion damage starts looking not-so-hot (not so much the base damage, but the accuracy) you kind of want to start looking for alternatives. The problem is that, well, your creatures kind of stink at it going by the raw numbers. So this doesn't occur to a lot of necromancers, including me until I read a few threads on grappling. So I think this tactic deserves another look.
So let's take the humble Animate Dead spell. Zombies grapple and shove at a meager +1; Skeletons at a +0. Bounded accuracy helps a lot in this regard; surprisingly, a lot of monsters less than huge size, including melee bruisers, don't have Athletics proficiency. The Marilith, Androsphinx, Iron Golem, Planetar, Solar, and even Pit Fiend do not have it, with their Athletics score hovering around +6-8.
Now let's take the probability of a Zombie beating, say, the Pit Fiend's +8 to Athletics on a grapple check. The first number inside of a bracket is the zombie's die roll.
{20, 12}, {20, 11}, {20, 10}, {20, 9}, {20, 8}, {20, 7}, {20, 6}, {20, 5}, {20, 4}, {20, 3}, {20, 2}, {20, 1} (12 ways a zombie can beat a +8 monster on a 20)
{19, 11}, {19, 10}, {19, 9}, {19, 8}, {19, 7}, {19, 6}, {19, 5}, {19, 4}, {19, 3}, {19, 2}, {19, 1} (11 ways)
{18, 10}, {18, 9}, {18, 8}, {18, 7}, {18, 6}, {18, 5}, {18, 4}, {18, 3}, {18, 2}, {18, 1}
{17, 9}, {17, 8}, {17, 7}, {17, 6}, {17, 5}, {17, 4}, {17, 3}, {17, 2}, {17, 1}
...
{10, 2}, {10, 1}
{9, 1}
Every other outcome (such as a 10 for the zombie and a 3 for the Pit Fiend) is a failure for the grapple check.
So out of a total possible 400 outcomes, there are 78 of them in which the zombie will beat the +8 Athletics/Acrobatics Monster for a 19.5% chance. If this is a skeleton, 66 outcomes out of 400 for a 16.5% chance.
Now let's say we're throwing 6 zombies (or skeletons) at a monster. One of them attempts to grapple, if the previous one succeeded, the second one shoves prone (or vice-versa). If the previous one failed, the next one attempts to grapple or shove. This goes down for each monster, with no zombies or skellies attempting repeat action.
This is a pretty simple binominal distribution function. 6 Zombies have a 33.4% chance of Grappling + Shoving Prone, 6 Skellies have a 25.9% chance. 6 Zombies have a 72.8% chance of at least one of grappled -OR- shoved proned, 6 Skeletons have a 66.1% chance. In other words
1 grapple or prone with zombies, 6 attempts: 72.8%
1 grapple or prone with skellies, 6 attempts: 66.1%
Grapple AND prone with zombies, 6 attempts: 33.4%
Grapple AND prone with skellies, 6 attempts: 25.9%
And remember, this is against a pit fiend! There are few large or smaller monsters with an Athletics (or Acrobatics) check that high. There are creatures with higher checks than that, but you probably can't grapple them anyway. Of course, there are plenty of complications to go along with that (like a Pit Fiend auto-succeeding on imposing the Frightened condition, which will tank their chances of grappling after the first swarm) but that's the basic idea.
So what about having your minions use the Help action to help other creatures grapple? Sadly, this doesn't increase your chances all that much, IF IT DOES. If the base chances of grappling that +8 Monster is 19.5%/16.5%, getting advantage on it (formula is 1 - (1 - p) (1 - p) = 2p - p^2) bumps that up to a hefty 35.2%/30.3% chance. However, you can only Help one creature per turn. So it reduces your actual die roll attempts by half. Again putting it through the binominal distribution formula, your final chances are:
1 grapple or prone with zombies, help action, 3 attempts: 72.8%
1 grapple or prone with skellies, help action, 3 attempts: 66.1%
Grapple AND prone with zombies, help action, 3 attempts: 28.4%
Grapple AND prone with skellies, help action, 3 attempts: 22.0%
If you want to combine grapple and shove attempts in order to minimize total dice rolling (and table annoyance), you're not hurting your final chances all that much so feel free to do it for a table efficiency / gameplay effectiveness tradeoff.
The point I want to get across is that even with minimal investment (3 3rd-level Animate Dead spell slots from someone with the basic spell, a bonus action now and then with the command 'pin so-and-so to the ground and devour/skewer them') you have a very good chance round-to-round grappling creatures that can be grappled. And it can get much better! For example, using the Hex spell to curse a foe's Strength check. Go nuts with it.
So let's take the humble Animate Dead spell. Zombies grapple and shove at a meager +1; Skeletons at a +0. Bounded accuracy helps a lot in this regard; surprisingly, a lot of monsters less than huge size, including melee bruisers, don't have Athletics proficiency. The Marilith, Androsphinx, Iron Golem, Planetar, Solar, and even Pit Fiend do not have it, with their Athletics score hovering around +6-8.
Now let's take the probability of a Zombie beating, say, the Pit Fiend's +8 to Athletics on a grapple check. The first number inside of a bracket is the zombie's die roll.
{20, 12}, {20, 11}, {20, 10}, {20, 9}, {20, 8}, {20, 7}, {20, 6}, {20, 5}, {20, 4}, {20, 3}, {20, 2}, {20, 1} (12 ways a zombie can beat a +8 monster on a 20)
{19, 11}, {19, 10}, {19, 9}, {19, 8}, {19, 7}, {19, 6}, {19, 5}, {19, 4}, {19, 3}, {19, 2}, {19, 1} (11 ways)
{18, 10}, {18, 9}, {18, 8}, {18, 7}, {18, 6}, {18, 5}, {18, 4}, {18, 3}, {18, 2}, {18, 1}
{17, 9}, {17, 8}, {17, 7}, {17, 6}, {17, 5}, {17, 4}, {17, 3}, {17, 2}, {17, 1}
...
{10, 2}, {10, 1}
{9, 1}
Every other outcome (such as a 10 for the zombie and a 3 for the Pit Fiend) is a failure for the grapple check.
So out of a total possible 400 outcomes, there are 78 of them in which the zombie will beat the +8 Athletics/Acrobatics Monster for a 19.5% chance. If this is a skeleton, 66 outcomes out of 400 for a 16.5% chance.
Now let's say we're throwing 6 zombies (or skeletons) at a monster. One of them attempts to grapple, if the previous one succeeded, the second one shoves prone (or vice-versa). If the previous one failed, the next one attempts to grapple or shove. This goes down for each monster, with no zombies or skellies attempting repeat action.
This is a pretty simple binominal distribution function. 6 Zombies have a 33.4% chance of Grappling + Shoving Prone, 6 Skellies have a 25.9% chance. 6 Zombies have a 72.8% chance of at least one of grappled -OR- shoved proned, 6 Skeletons have a 66.1% chance. In other words
1 grapple or prone with zombies, 6 attempts: 72.8%
1 grapple or prone with skellies, 6 attempts: 66.1%
Grapple AND prone with zombies, 6 attempts: 33.4%
Grapple AND prone with skellies, 6 attempts: 25.9%
And remember, this is against a pit fiend! There are few large or smaller monsters with an Athletics (or Acrobatics) check that high. There are creatures with higher checks than that, but you probably can't grapple them anyway. Of course, there are plenty of complications to go along with that (like a Pit Fiend auto-succeeding on imposing the Frightened condition, which will tank their chances of grappling after the first swarm) but that's the basic idea.
So what about having your minions use the Help action to help other creatures grapple? Sadly, this doesn't increase your chances all that much, IF IT DOES. If the base chances of grappling that +8 Monster is 19.5%/16.5%, getting advantage on it (formula is 1 - (1 - p) (1 - p) = 2p - p^2) bumps that up to a hefty 35.2%/30.3% chance. However, you can only Help one creature per turn. So it reduces your actual die roll attempts by half. Again putting it through the binominal distribution formula, your final chances are:
1 grapple or prone with zombies, help action, 3 attempts: 72.8%
1 grapple or prone with skellies, help action, 3 attempts: 66.1%
Grapple AND prone with zombies, help action, 3 attempts: 28.4%
Grapple AND prone with skellies, help action, 3 attempts: 22.0%
If you want to combine grapple and shove attempts in order to minimize total dice rolling (and table annoyance), you're not hurting your final chances all that much so feel free to do it for a table efficiency / gameplay effectiveness tradeoff.
The point I want to get across is that even with minimal investment (3 3rd-level Animate Dead spell slots from someone with the basic spell, a bonus action now and then with the command 'pin so-and-so to the ground and devour/skewer them') you have a very good chance round-to-round grappling creatures that can be grappled. And it can get much better! For example, using the Hex spell to curse a foe's Strength check. Go nuts with it.