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jjordan
2019-06-24, 11:13 AM
Like the Medicine skill the Grappler feat as written isn't worth much of a damn. There's a ton of historical evidence for sophisticated unarmed fighting systems that extend back to the time of the Pharaohs. Wiktenauer (https://wiktenauer.com/) is a good place to start because of the Medieval-Renaissance focus but there are many other resources to consider.

So I'm looking at making modifications to the Grappler feat that would allow:
-Grapplers to make armed attacks, with advantage and with a limited subset of weapons, on people they have already grappled.
-Grapplers to make significant unarmed attacks on people they have already grappled. (Eye gouging, breaking/dislocating limbs)
-Grapplers to force dexterity checks on opponents to take them to the ground without having to grapple them.

Some of these would be actions, some would be bonus actions. I'll add details and game mechanics shortly.

Thoughts?

EDIT TO ADD:

Grappler (as written)

Prerequisite: Strength 13 or higher.
You've developed the skills necessary to hold your own in close-quarter grappling. You gain the following benefits:

-You have advantage on attack rolls against a creature you are grappling.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
-Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.


Grappler (modified - DRAFT)

You've developed the skills necessary to hold your own in close-quarter grappling. You gain the following benefits:

-You many add your strength modifier to grappling attacks in addition to your grappling bonus.
-You may grapple a humanoid creature without having to drop any weapons you are holding.
-You have advantage on attack rolls against a humanoid creature you are grappling.
-You may attack a humanoid creature with any weapon you are holding, or can reach, provided it can be used with a single hand AND you have proficiency with.
-You can use your action to try to execute a special action:

-Restrain humanoid creature with both hands/weapon. DC 10
-Restrain humanoid creature with one hand. DC 15
-Gouge the eye of a humanoid creature. DC 15 (Inflict a straight 1d4 points of damage (no additional modifiers may be applied), creature suffers vision penalties, and creature must save vs constitution or be stunned for 1d4 rounds.)
-Dislocate limb of humanoid creature. DC 15 (Creature may not use that limb until successfully treated by someone with the medicine skill.)
-Break limb of humanoid creature. DC 20 (Creature may not use that limb until successfully healed.)
-Take creature to the ground. DC 15 (Creature is prone AND restrained. Grappler may not move or attack but can still defend.)
-Creatures that are one size larger than you don't automatically succeed on checks to escape your grapple.


I got rid of the strength prerequisite because while it's useful to be strong it isn't actually a requirement. The special attacks are mostly fluff, but they are useful fluff. Making this skill applicable only to humanoid creatures was based on a human-centric approach to the game (not a lot of people are going to have any sort of experience grappling with an octopus, for example). I need to play with the DCs and probably make a couple of these contested actions where the grappler has advantage.

Bjarkmundur
2019-06-24, 11:35 AM
Check out MoG's take on 'dirty fighting', I think he calls it a Pain mechanic. It's pretty well thought out.

I'd love to see the entire write-up of the feat, just to get a better feel for it.

You could also:

When you successfully grappled a creature, it is restrained instead of grappled.

This is very clean when written down, and references an existing mechanic. Both are plusses when homebrewing.
When a grappler makes an attack with advantage against a grappled target, where both rolls would result in a hit, there's a bonus effect.

This gives a player the feel of making a "super hit", and is very fun to play with at the table.

I also like improving the bonus actions and reactions via feats:

When you make an opportunity attack, you can choose to make a grapple attempt against the target instead.

Check out Questionable Arcana's Martial Options, there he has a tackle option that he has playtested you can use as inspiration.

Happy brewing :)

Composer99
2019-06-24, 02:33 PM
Like the Medicine skill the Grappler feat as written isn't worth much of a damn. There's a ton of historical evidence for sophisticated unarmed fighting systems that extend back to the time of the Pharaohs. Wiktenauer (https://wiktenauer.com/) is a good place to start because of the Medieval-Renaissance focus but there are many other resources to consider.

So I'm looking at making modifications to the Grappler feat that would allow:
-Grapplers to make armed attacks, with advantage and with a limited subset of weapons, on people they have already grappled.
-Grapplers to make significant unarmed attacks on people they have already grappled. (Eye gouging, breaking/dislocating limbs)
-Grapplers to force dexterity checks on opponents to take them to the ground without having to grapple them.

Some of these would be actions, some would be bonus actions. I'll add details and game mechanics shortly.

Thoughts?

The first bullet point seems fine.

The second one sounds like it could be too fiddly for a feat.

The third one seems redundant given the Shove attack exists, although forcing someone to succeed on a Dexterity save or fall prone might be a good option.

jjordan
2019-06-24, 03:01 PM
The third one seems redundant given the Shove attack exists, although forcing someone to succeed on a Dexterity save or fall prone might be a good option. That's a very good point and I thank you for it.

I am not going to be able to put a better draft up before I go offline for a few weeks. I will do so when I return.