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D20 Grappling House Rules still need some input

Started by Scholar, December 22, 2008, 09:03:12 AM

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Scholar

DGS '" Descriptive Grappling System
'žThe fundamental truth of hand-to-hand fighting is that the winner will be the one whose
buddies show up first with a weapon.'
- US Army Combatives Manual

A swordfigtht or similar close combat isn't pretty, but it doesn't come close to the frantic struggle of a grapple, where only your cunning and brutality stand between you and a gruesome death.
This grappling system is less aimed at heroic fantasy combat between knights, and more at dirty streetfighting or infiltration in a world with regulated military training. I loosely based it on techniques from the U.S. Army Combatives manual, similar texts on hth fighting and self-defense and my own modest experience in the field of martial arts et al. My version of the grapple rules is more lethal than the one from the PhB, but it is more of a last-ditch measure and dangerous in the wrong circumstances - sure, you can take a single enemy out fast, but you should plan carefully before trying to fight a group, because there is no mook chivalry in real (for a certain value of "real") life.

The Grapple
A successful Grapple has the following stages:
1. Clinch: The opponents are on their feet and trying to wrestle each other to the ground.
2. Takedown/Ground Fighting: The loser goes down.
3. Mount: The Winner is in a dominant position and has three options for a follow-up:
a. Pin: He immobilises his enemy with a joint lock or a similar maneuver without causing actual bodily harm.
b. Choke: He starts to choke his enemy until he is either unconscious or dead.
c. Strike: He attacks the enemy either unarmed (a bit unprofessional, but very satisfying) or with a light weapon.

Terms used:
Attacker: The character attempting an action during his own turn is always called 'žattacker' when he forces an opposed grapple check (OGC), no matter what action he is trying to perform.
All checks: Unless otherwise noted, this means all checks except saving throws and grapple checks.

Universal Rules:
No racial or size bonus/penalty to grapple checks.
All penalties are cumulative.
Actions during a grapple: Unless noted otherwise, all actions that require an opposed grapple check are attack actions (characters with more than one attack per round can use multiple grapple maneuvers).
Attacks during a grapple: Both attacker and defender can use light weapons or unarmed strikes at any point of the grapple (unless noted otherwise). All attacks are resolved at a -4 penalty.
Magic during a grapple: A character trying to cast a spell must attempt a concetration check opposed to a grapple check from his enemy. If there are multiple enemies, the concetration check's DC is the enemies' highest grapple check (everyone only rolls once).
Talking/Shouting: As a free action, every character can speak three words. If he wants to say more or shout for help, he must succeed on an opposed grapple check. (which is an attack action. The character trying to shout must first fight for some breathing space.)

Initiating the Grapple:
Active: The attacker must succeed in a touch attack (any damage immediately interrupts the grapple).
Passive: The Initiator can ready an action from full-defense mode. After the next close combat attack misses him, he can make a touch attack as an immediate action.
Eiher option, if the touch attack is successful, the two characters are in a Clinch. The attacker needs at least one free hand to initiate a grapple.
ATTENTION: From now on, neither character can use ranged, two-handed or one-handed weapons without the 'žlight' descriptor.

The Clinch:The grapplers are both in the defenders square and count as flat-footed for everyone not involved in their grapple. Both receive a -4 penalty on all checks.
Actions:
Drop a weapon: Free Action, no penalties.
Draw light weapon: -2 penalty to all checks until the end of the character's next turn.
Breakout: OGC. On a success, the attacker can break out of the grapple and shifts to an empty square next to the defender. This doesn't provoke AoOs.
Takedown: OGC. A successful roll forces the defender to the ground. The attacker receives a +2 on grapple checks until the end of his next turn. All participants count as prone. When the OGC is unsucessful, the participants remain in the clinch.


Ground Fighting: Same conditions as the Clinch, plus all participants are prone.
Actions:
Draw light weapon: -2 penalty to all checks until the end of the character's next turn.
Breakout: OGC. On a success, the attacker can break out of the grapple and shifts to an empty square next to the defender. This doesn't provoke AoOs (although getting to his feet may).
Mount: OGC. Success: the attacker shifts to a dominant position. The defender receives a -2 penalty to all checks (including OGCs) until he can break out of the mount.

Mount: Same conditions as Ground Fighting, except the defender gets an additional -2 penalty on all checks.
Actions (dominant position):
Pin: OGC: Success: the defender is pinned. He cannot attack and can use no skills, abilities or spells that require the use of hands. He receives a -6 penalty to all checks (including OGCs). Characters not participating in the grapple that attack the pinned defender can use the Coup de Grace attack option.
Choke: OGC. Success: the attacker can cause 2d4+2xSTR points of nonlethal damage. The defender cannot speak nor use any ability or spell with verbal components. During a choke, the defender receives a -8 penalty to all checks and a -4 penalty to OGCs. This penalty increases by -1 for every consecutive round that the choke is maintained. When the defender looses consciousness, the attacker can spend a full-round action to kill him. No check neccessary.
Strike: The attacker can attack with an unarmed strike or a light weapon. This attack hits automatically, the attack roll serves only to give the chance for a critical hit.
Actions (defensive position):
Breakout: OGC. Success: the attacker breaks out of the Mount and all participants are Ground Fighting. If he is being choked or pinned, he must first break out of that, before he can break out of the Mount. (Each breakout is a seperate action.)

List of Modifiers:
Wielding a Weapon:      -2 (per hand)
Defender is Flat-Footed:   +4
Attacking from behind:      +2 (does not stack with bonus from Flat-Footed)
Larger than defender:      +2 (per size category)
Smaller than defender:      -2 (per size category)
Defender has more than two legs   -4
Defender wears medium armour:   -1
Defender wears heavy armour:   -2
Defender has armour spikes:   -2 (stacks with penalty from armour)


New Feats:
Unarmed Combat Training
This Feat replaces the Unarmed Strike and Improved Grapple Feats.
Effect: A Character with this Feat never counts as unarmed for the purpose of Attacks of Opportunities. His unarmed strikes deal 1d4 points of either lethal or subdual damage. Initiating a grapple no longer provokes AoOs. The Character receives a +2 bonus on grapple checks and can use the defensive grapple option.

Improved Unarmed Combat Training
Requires: Level 6, Unarmed Combat Training, Sneak Attack I OR Fighter Lvl 6
Effect: The Character's unarmed strikes deal 1d6 points of damage and he no longer receives a -4 penalty when using light weapons in a grapple. He reveives a cumulative +2 bonus on grapple checks and can use the following new actions during a grapple:
Standing Choke: When the denfender is with his back to a wall or similar obstacle, the attacker can move directly from Clinch to Choke, although the penalties on the defender's actions is two less than normal.
Coup de Grace: After a successful Mount, every critical threat on an attack using a light weapon (if it is confirmed or not) automatically causes a Coup de Grace.
Break: After a successful Pin, the Attacker can break one of the Defender's Arms with a successful opposing grapple check.

Example:
Danis Blackhand, Cygnian Master Spy, has infiltrated a Khador outpost. He is wearing leather armour and is armed with a light repeating crossbow and a Keen Dagger. He has both combat training feats, Quick Draw and Improved Intiative. He is looking through some documents when a young Khador soldier enters the room. Both are surprised and roll Initiative, neither has a weapon drawn. Danis' rolls a 23, the private a 12, so the cygnian goes first. He charges and succeeds on the touch attack (19 against AC 12). That initiates the grapple. He uses his second attack to attempt a Takedown, succeeding again (roll 14 + 9 + 4 (IUCT) + 4 Flat-Footed = 31 VS roll 16 + 4= 20). Now it's the soldier's turn. He tries to shout for help ( 9+ 4= 13 VS 12+  13+ 2 (successful takedown)= 27), but fails. New round, Danis attempts the Mount (12+  13= 25 VS 19+ 4= 23 ) and narrowly succeeds. He uses is second attack for a Strike, scores and confirms a critical threat. He does 20 points of damage (1d4 + 1d6 + 4), setting the Coup de Grace DC at 30. The soldier fails and can only struggle feebly as Danis cuts his throat. The whole combat took only about 10 secaonds and no alarm was sounded.

input is not only appreciated, but needed. thanks in advance. :)
Quote from: Elemental_ElfJust because Jimmy's world draws on the standard tropes of fantasy literature doesn't make it any less of a legitimate world than your dystopian pineapple-shaped world populated by god-less broccoli valkyries.   :mad:

Superfluous Crow

Could you perhaps say if there are any specific mechanics you are in doubt about or anything else that might specify where you need help?

EDIT: Btw, i like your concept of having clinch/takedown/mount stages
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Superfluous Crow

Wish list (akashort list of random uneccessary improvements):
1) The clinch could use a little more "action" (or oomph etc). Doesn't seem like it's especially dramatic. But it works.
2) Neck snapping. You know a player will eventually ask. It's cool, and most players probably have a secret dream about breaking a guards neck. Of course, this could be limited to the sneak attack of the rogue or some such.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Scholar

Quote from: Crippled CrowWish list (akashort list of random uneccessary improvements):
1) The clinch could use a little more "action" (or oomph etc). Doesn't seem like it's especially dramatic. But it works.
2) Neck snapping. You know a player will eventually ask. It's cool, and most players probably have a secret dream about breaking a guards neck. Of course, this could be limited to the sneak attack of the rogue or some such.

that's the input i was talking about. :)

@1: hm... what kind of "more action" do you mean? i agree, it's not overly dramatic, but in a clinch, there's not hell of a lot you can do, except trying to get away, take the other guy down or butt him in the head/stab him in th kidneys.
something that might work would be: "for every full five points of damage dealt during the clinch, takedown attempts receive a +2 bonus. this bonus lasts until the end of the attacker's next turn"
@2: neck snapping, hm? well... it's pretty hard to snap someone's neck who doesn't want to have it snapped (don't believe the telly), but it has a certain appeal. ;) problem is game balance. save or die abilities can really mess up your planning. for example: that tough old necromancer? not so tough when the mage casts invis on the fighter or the rogue who then calmly ambles up the old geezer and instakills him. i guess what could work is "when, rolling a natural 20 while initiating a choke or standing choke, you can try to snap the defender's neck. he must succeed on a DC20+ your STR mod check or be slain instantly. If he succeeds, you initiate the choke as normal." does that sound alright?
Quote from: Elemental_ElfJust because Jimmy's world draws on the standard tropes of fantasy literature doesn't make it any less of a legitimate world than your dystopian pineapple-shaped world populated by god-less broccoli valkyries.   :mad:

Superfluous Crow

1) True, there isn't a lot to do. Maybe you could try and simulate one of those intense scenes were the attacker slowly pushes the knife towards the other person?
2)Hmm, yeah, that has always been the problem with D&D: balance :D
Anyway, that was probably a way better solution than i would have been able to come up with, so go for that one.
Also, you should probably separate the takedown/mount parts of your write-up: right now you have one paragraph with two different breakouts.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Scholar

good points :)
@1: that dramatic knive pushing happens more during the Mount, as both are relatively free to act during the clinch. or how would you resolve the knive wrestling. and what effect? i guess a player will feel cheated when he has to succeed on three OCDs just to deal normal weapon damage.^^
@2: i missed the mashup of ground fighting and mount. used tabs in my word document, which looked better. :)
Quote from: Elemental_ElfJust because Jimmy's world draws on the standard tropes of fantasy literature doesn't make it any less of a legitimate world than your dystopian pineapple-shaped world populated by god-less broccoli valkyries.   :mad:

Superfluous Crow

I'm not really sure how to best do this i must admit... but i wish you luck ^^
Alternatively, you could look into some of the games with more detailed combat like the riddle of steel; they have an extensive chapter on wrestling (like, actual-battle wrestling).
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development