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Grappling Option: Straight to Pin

Started by Raelifin, June 10, 2006, 11:28:35 PM

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Raelifin

I wanted an option to grab someone into a pin with one move so I propose this variant:

[ic=Option]You may attempt a pin instead of dealing unarmed damage as part of your initial grapple. Your grapple check to pin is at a -4 penalty and if you fail, so does the grapple.[/ic]

Balanced?

CYMRO


Raelifin

Sweet. I thought I'd share the thoughts of one of my... erm, players.

QuoteRaelifin: Balanced?
Player: No.
Player: A pin is supposed to be difficult to attain.
Player: The penalty would be epic or limited to big creatures capable of performing a smashing grab, -20.
Player: Compare to Improved Grab.
Raelifin: Erm, it effectively grants an additional attack with a penalty that has a price for failure.
Player: Pinned creatures are helpless, and can be coup de graced, aren't they?
Raelifin: SRD: Pinned
 Held immobile (but not helpless) in a grapple.
Player: All right...
Raelifin: All it takes is a successful attack.
Player: -4 seems too low, I'd say -10 and add a feat for characters with Improved Grapple to lower it to -4.

CYMRO

Is your player suffering from compleciphobia*?




*fear of grappling.  

Poseptune

Seems fine to me. Another Vote for balance.
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Epic Meepo

The content of this post is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

I'll have to play devil's advocate here and vote "redundant."

It would seem to me that a character can already pin someone in one move; there's no reason to require each individual grapple check to count as a seperate "move."  In fact, the Cleave feat pretty much demonstrates that you can make two attacks as part of one "move," since it can represent a single swing of a weapon hitting two different opponents.
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Raelifin

Erm, I was speaking mechanically. I agree with you, which is why I proposed this variant.

Epic Meepo

The content of this post is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

My point was merely that the variant only serves to make pinning someone very easy.  Pinning someone in "one move" is already mechanically possible without it.  (It takes two "rolls" to make the pin, but that's still just one "move.")

Of course, if your main objective was to make it possible to have a character grapple someone with the character's player only having to make one "roll," that's entirely different.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Túrin

Somewhat like what Epic Meepo said (yay for removing the underscore! ;)) I'd like to point out that, if you have a BAB of +6 or higher you can already attempt to pin someone immediately after grappling them with your second attack, at a -5 penalty. Allowing the move to be made at once (thus in effect granting you an extra attack action) should thus have a penalty larger than -5 IMO. That is assuming the original rules are balanced.
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Raelifin

Ah, I see.

Yes, I know that a character with a high BAB can, in fact, grapple and then pin. However, this option is not available to most characters under level 8-9 and so I believe that there is reason for my option, though it may be a bit redundant.

As for it granting an additional attack, I'd like to state that it 1) replaces damage, 2) has a -4 penalty which is quite close to a -5, and 3) has a much greater price of failure. I wouldn't be opposed to increasing the penalty to -5, but odd bonuses and penalties in combat options just seem strange.

Epic Meepo

The content of this post is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

I'm not so sure there should be an option for immediately pinning someone available to people without a +6 BAB.  A +6 BAB bonus is something of a rite of passage for any character looking to call himself an accomplished combatant, and fledgling combatants shouldn't be able to do everything that veterans can.
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Unless noted otherwise, this post contains no Open Game Content.
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Xeviat

Raelifin, it seems reasonably balanced, as long as they retain that -4 penalty to their grapple checks for the whole round. But, it doesn't make sense visually or realistically; grabbing someone and pinning them right away is difficult.

For example, if you were to sneak up on someone and try to snap them into a choke hold, that takes a lot of skill. Typically you grab and have to wrestle your target into a hold.

I do think the grapple rules need a few adjustments, though. For instance, how would you mechanically represent a tackle, when one person runs at another person and drags them to the ground, falling prone with them. Is this a charge+grapple? How are you dropping them prone? Is it a charge+trip? Why do you fall then.

Such is grappling.
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