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quick_comment
2009-05-03, 06:54 PM
To put it nicely, the core grappling mechanics are terrible. They dont let you do things grappling lets you do, they are overly complicated(for what they do) and they are just plain awful.

So, here is a grappling system I made up. Its a bit complicated, but I think if you have any experience with grappling, most of it makes sense. There are two parts to a grapple: Initiation, and fighting. Each step has several options. The most important part is the concept of advantage.


1) A grapple check is d20+base attack bonus+str mod+dex mod+advantage. Size is not included, except however it affects strength and dex. Advantage is explained later. For each level of advantage you have over the opponent, you get +3 on grapple checks.

2) Initiating a grapple. You make a melee touch attack, followed by opposed grapple checks. The winner of the opposed check has 2 options.
A) Disengage. If the winner chooses this, no grapple is initiated.
B) Throw/Sweep. If the winner chooses this, the loser goes prone and the winner gains +1 advantage and a grapple begins. The winner can move into the losers square (without provoking an AoO).

You may only initiate grapples against creatures within 1 size category of you, and of the same type.

3) Characters in a grapple have 5 options.
A) Advance. This gives advantage (explained later).
B) Disengage. You exit the grapple.
C) Choke/break choke. You apply a choke or get out of one.
D) Lock/defend lock. You apply a joint lock or get out of one.
E) Attack. You make an attack with a light weapon (or natural weapon)
Each of these requires an opposed grapple check to succeed.

4) Advantage: Advantage simulates the positioning of the grapplers.
To gain advantage, you use the advance attack, and win the opposed roll. You gain 1 advantage relative to your opponent. You can have up to +3 advantage vs an opponent. Only the relative value matters. +3 would be a very dominant position. Advancing consists of sweeps, passing guard, taking mount, etc. For each +1 advantage you have over your opponent, you get +3 on grapple checks.

5) The attack options.
A) Advance was already explained
B) Disengage ends the grapple. You move out of your opponents square (not provoking an AoO)
C) Choke. If you win a choke attempt, and the opponent does not break out on his next turn, the opponent falls unconscious. Every round you maintain the choke (a std action) after that deals 1 con damage to the opponent.
D) Lock. If you win a lock attempt, the opponent takes d4 str or d4 dex damage. (your choice) You cannot reduce an opponent to below 1 str or dex with a joint lock attack.
E) If you win an opposed grapple check with this attack option, you may attack the opponent.

6) Spellcasting in a grapple
You may cast spells with somatic components only if you have +3 advantage against your opponent. To cast spells with a verbal component, you must make a concentration check of 10+spell level+advantagefactor. For each level of advantage you have over the opponent, the advantage factor is -5, for each level the opponent has over you, the advantage factor is +5.



Feats:

Type-Grappler (Ie, Dragon-grappler, Aberration-Grappler, etc)
Requirements: BAB 5+
Effect: Choose 1 creature type. You may now initiate grapples with creatures of that type. If they cannot grapple with creatures of your type, they take a -10 penalty in all grapple checks against you.
Special: This feat may be taken more than once. Each time you take it, choose another creature type.

Improved Grapple
Requirements: Bab 5+
Effect: You may grapple with creatures up to two sizes categories different from you. If they cannot grapple with creatures of your size, they take -5 penalty to all grapple rolls against you.

Improved Positional Control
Requirements: Bab 10+
Effect: Whenever you win an advance check, you gain +2 advantage.

Flying Armbar
Requirements: Bab 10+
Effect: When you attempt to initiate a grapple, you may instead make an immediate joint lock attempt. If you win, you initiate a grapple and perform a lock as usual. If you fail, you fall prone and do not initiate a grapple.

Upa
Requirements: Improved Positional Control
Effect: Once per round, when an opponent makes a lock or choke attempt on you, you may make an immediate advance attempt.

Dirty Fighting
Requirements: Bab 10+, must have won a battle by using an unfair advantage
Effects: Once per opponent per encounter, you can gain a +10 bonus on a grapple check by using unfair tactics. Examples are: throwing sand in their face, punching them in the groin, biting, eye gouging, etc. After you use this bonus against an opponent they are ready for it, and it does not work again.

Improved Throw:
Requirements: Bab 5+
Effects: When you begin a grapple, the opponent takes 1d6 damage + your base attack bonus.

Master Grappler [EPIC]
Requirements: Bab 21+, Improved Positional Control, Type-Grappler
Effects: You may grapple creatures of any type.