Grabbing and Grappling

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These rules are currently in effect for playtesting

"Basic Hold" If you want to grab someone, you have to have a free hand and make a melee attack on them, with their AC being Dex+shield+magical bonus only, as armor doesn't protect you from being grabbed. If the person being grabbed is oiled or slimy they get a bonus of –3 to their AC. If the grabbed person is free to act(i.e., not surprised), the person being grabbed gets an attack of opportunity against the attacker at +4 to hit. If this attack does damage, the grab automatically fails and the grabber has lost his action. If you successfully grab someone, you have a "basic hold". They can still attack you with any one-handed weapon, still at +4 to hit, though both people's init is rolled normally. Any successful attack breaks the hold. The holder can do one of four things: 1)Attack with a one-handed weapon at +4 to hit 2)If another hand is free he can try to wrestle(see below) 3)If another hand is free he can try to get a "secure hold", i.e. grab with two hands(see below) 4)He can release the held person. If the held person has already acted he gets another free attack, which can be a grab if he has a free hand. The held person can do one of three things: 1)Attack with a one-handed weapon at +4 to hit 2)If both hands are free he can try to wrestle(see below) 3)He can make an opposed strength check to break free, with a +3 to his role. If he succeeds the attacker gets an attack of opportunity which may not be another grab.

"Secure Hold" If the grabber gets a "secure hold" the only weapon that the defender can use is a knife or dagger. A successful hit makes the attacker let go with one hand, going back down to a "basic hold". He can also break free with a regular opposed strength check, though the grabber gets an attack of opportunity as above.

Wrestling After grabbing someone or being grabbed you can try to wrestle with them. Both sides make an attack role against the opponent(AC only modified by Dex and magic) modified as follows: +Str bonus to hit -(8-Armor's natural AC) (Clothing is +2, leather is no modifier, chain is –3, Splint is –4, etc) +3 for each size class bigger than the opponent -3 if your opponent is oiled or slimy If you succeed in wrestling you get your opponent in a lock or hold. You do +1 point of damage(cumulative)+Str damage bonus each round. This damage is subdual damage, 1⁄4 real and 3⁄4 recovered at 1hp a round. The damage progression is 1+Str hp, 2+Str hp, 3+ Str hp, etc. Your opponent can break a lock by winning a wrestling check or doing damage. Once a lock is broken you still have a "Basic Hold". If you successfully hold a lock for two rounds on the third round you can try to pin your opponent. To pin you must make a successful opposed strength roll at a –3 penalty. The person being pinned automatically wins initiative and gets a wrestling check at +3 or knife/dagger attack at +6. If you pin your opponent you can inflict damage as above(starting over from 1+str), and others can safely attack the pinned person with no chance of hitting the pinning person, and vice versa. Breaking a pin takes a wrestling roll with the pinned person at –6. If the pinning person is successfully attacked by a bystander the pin is broken . If for any of the above reasons the pin is broken the two people must make a new "Basic hold" if they wish to wrestle again.

Attacking two people who are wrestling/grappling Because both people involved are rolling around and circling, anyone attacking a pair who are wrestling or grabbing has a 50/50 chance of hitting either person. Roll a to-hit roll and then roll high-low to see who you hit. This applies even if one person has the other in a lock, as a lock is not an immobilization. If one person has pinned the other either person may be safely attacked at a +4 to hit, no dex bonus.

Remember that some creatures, such as ropers, frogemoths, certain kinds of dragon, have a natural grabbing ability, as defined in their monster manual entries, and these rules should not be seen to compromise this.