SUPER SIMPLE GRAPPLING
DM: With a leering
grin, the orc turns towards Eldath the Arcane!
Peter: Shit! That
axe will kill me quicker than spit!
Bob: I grab him!
Peter: NO!
Bob: What's wrong?
You want to stop the orc, right?
DM: Okay, what
page were the grappling rules on, again? |
What do you call a rule that people don't use because it's
too much hassle to use it?
Useless.
Which is the fate of the grappling rules in many, many
gaming tables. Action movies are full of heroes and villains grabbing each
other, throwing each other around, and generally wrestling of all kinds.
When we see Indiana Jones grab a Nazi and throw him off a zeppelin we
cheer. But if Bob's character tries to leap on the back of the dragon and
hurl the dragonrider to the ground, we cringe at the thought of looking up
all those rules.
What's the problem here? Why are so many people leery of
the grappling rules?
The rules for actually initiating a grapple are relatively
simply (being largely similar to the rules for bull rushing, disarming,
and the like). The problem is that, once you're in a grapple, there's a
whole slew of new rules to determine what you can and cannot do in the
grapple.
If you look at any one of these rules, you can easily see
the logic of why the rule works that way. But the system, as a whole,
doesn't follow any kind of consistent pattern: You can't just take what
you know about Action A in normal combat, apply the "when in
grappling" rule, and know what happens when you attempt Action A
while grappling.
Sometimes you can't attempt the action. Sometimes you have
to make an opposed grapple check in addition to the normal check.
Sometimes you make an opposed grapple check instead of the normal check.
Sometimes the scope of the action is limited (attack, but only with a
light weapon; cast a spell, but only if the action is no more than 1
standard action). Sometimes the rules aren't changed at all.
And then, on top of all that, there's pinning... which
introduces a completely different set of conditional rules. These aren't
as complicated as the rules in a non-pinned grapple, but they're kind of a
cherry on top of it all.
The net result of all this is to, effectively, double the
complexity of the combat system. It's essentially a completely new combat
system which is just similar enough to the combat system you already know
to add a little extra confusion to the mix.
This set of optional rules tries to fix that problem by
applying a simple, consistent rule to actions attempted in grappling.
You'll find that, despite the streamlining to make them easy-to-use, they
play very similarly to the existing rules for grappling.
GRAPPLING
GRAB: A character can attempt to grab another
character by making a successful melee touch attack. This provokes an
attack of opportunity from the target. If the attack of opportunity deals
damage, the grappling attempt fails.
STARTING A GRAPPLE: Once they have grabbed an
opponent, a character can immediately attempt to start a grapple by taking
a free action and making an opposed grapple check. If the character fails,
their grab is broken and the attempt fails. If the character succeeds,
they move into their opponent's space and begin grappling.
IN A GRAPPLE:
-
Characters in a grapple do not threaten opponents they
are not grappling.
-
Characters in a grapple lose their Dexterity bonus to
AC (if any) against opponents they are not grappling.
-
When attempting any action, a character in a grapple
must first succeed at an opposed grapple check against everyone else
in the grapple. This check is a free action. Opposing characters can
choose to automatically fail their checks. (Note: When making a
full attack you must make an opposed grapple check before each attack.)
ESCAPING A GRAPPLE: Escaping a grapple requires an
attack action. As with any action in a grapple, the character must succeed
at an opposed grapple check against everyone in the grapple.
MULTIPLE GRAPPLERS: Up to five combatants of the
same size can grapple each other at the same time. Creatures smaller than
the largest creature involved in the grapple count for half.
PINNING
A character in a grapple can attempt to pin their opponent
for 1 round by making an opposed grapple check as an attack action. If the
check is successful, the opponent cannot take any action except trying to
escape the pin (by making an opposed grapple check as an attack action).
A character performing a pin can take additional actions
normally (although they are considered to be in a grapple and must succeed
at an opposed grapple check).
The character performing a pin can release it as a free
action.
GRABBING WITHOUT HOLDING
When initiating a grapple, a character can attempt to grab
an opponent without holding them. They (but not the opponent they are
grabbing) are considered to be grappled: They do not threaten other
opponents, gain no Dexterity bonus to AC against opponents they are not
grabbing, and can't move normally.
Each round, the character performing the grab must either
release the grab (as a free action), use an attack action and make an
opposed grapple check to maintain the grab, or use an attack action and an
opposed grapple check to initiate a grapple.
Characters being grabbed can attempt to break the grab by
making an opposed grapple check as an attack action. If the character
being grabbed moves, they must carry the character grabbing them.