Sunteți pe pagina 1din 12

GRAPPLING FOR BEGINNERS

How to Strike, Hold & Throw!


By Russell Morrissey

EN Publishing

Requires the use of the


Dungeons & Dragons, Third
Edition Core Books, published
by Wizards of the Coast, Inc.
Introduction To Grapple Armor Class
Grappling Your grapple armor class represents
how difficult it is to grab and hold you,
The core grappling rules are somewhat unlike touch armor class which
unwieldy. These amended rules aim to represents how easy it is to merely
make grappling in your game a little touch you. It takes into account your
more fun! Grappling also includes size and strength – it’s hard to hold a
unarmed strikes – kicks, punches, bites hill giant!
and so on.
Your grapple armor class is used when
This supplement is not intended to you are the target of a hold or throw
provide a complete martial arts system attack. It is not used when you are the
with fancy moves; it is intended to target of a striking attack.
replace the grappling rules in the core
books with something a little more Your grapple armor class is the same
elegant. The d20 combat system is as your touch AC, but with the
abstract in nature: you don’t worry following changes:
about hit locations or the exact
specifics of an attack, and these rules 1) Your strength bonus or penalty,
adhere to that philosophy. if any, is applied to your
grapple armor class.
There are new feats later in this 2) You apply the special size
supplement for characters who wish to modifier (see Grapple Attack
specialize a little more in unarmed Bonus, above).
combat. 3) You gain a +4 bonus if you
have more than two legs.
Grappling Scores 4) You do not apply the usual size
modifiers to AC.
To use these rules, you need to
calculate two numbers. Both of these For example, an ogre with a strength of
should be recorded somewhere on your 22 and dexterity of 10 has a grapple
character sheet. armor class of 20. A Halfling with a
strength of 8 and a dexterity of 16 has
Grapple Attack Bonus a grapple armor class of 8. It’s pretty
easy for the big ogre to hold down the
Your grapple attack bonus is calculated little halfling, but it’s much harder the
in the same way as in the core rules: other way around!

Base attack bonus + Strength modifier Unarmed Attacks


+ special size modifier
There are three types of unarmed
The special size modifier for your attack:
grapple attack bonus is as follows:
Colossal +16, Gargantuan +12, Huge
• Strike – an attempt to punch,
+8, Large +4, Medium +0, Small -4,
kick or headbutt your opponent.
Tiny -8, Diminutive -12, Fine -16.

2
• Hold – an attempt to hold, Hold
restrain or pin your opponent.
• Throw – an attempt to throw, A hold represents an attempt to grab,
trip or push your opponent to pin or restrain an opponent. To
the ground. establish a hold, you need to
successfully make an attack roll using
You provoke an attack of opportunity your grapple attack bonus and your
from your opponent if you attempt an opponent’s grapple armor class.
unarmed attack against him while he is
armed. As a change to the core rules, If you succeed in your attack, you have
you do not provoke an attack of established a hold on your opponent.
opportunity from anyone other than If you fail, your attack is ineffective
your target simply by attempting an (you may be hanging uselessly off the
unarmed attack. ogres’ leg, or the spry elf may have
squirmed aside).
Strike
A held opponent is immobile, but not
A strike can represent a punch, a kick, helpless. While held, a creature takes a
a headbutt, a bite or anything else. A -4 penalty to AC against opponents
strike merely causes damage just like a other than the one grappling it.
weapon does. A strike is a regular
attack against your opponent’s regular Your opponent remains held until you
AC. The damage done by your strike release him or until he breaks your
is indicated below: hold. Maintaining the hold each round
requires you to use one attack
• Tiny (1) (although the attack will automatically
• Small (1d2) succeed), leaving you to use second
• Medium (1d3) and later attacks for other things,
• Large (1d6) assuming you are not yourself held.
• Huge (1d8)
You may attempt to disarm a held
• Gargantuan (2d6)
opponent (if you have spare attacks) as
• Colossal (2d8) normal, without provoking an attack of
opportunity.
A gauntlet grants a damage bonus of
+1; a spiked gauntlet grants a damage
To break a hold, you must succeed in a
bonus of +2. Note that gauntlets
hold attack against your opponent (a
cannot be disarmed. Gauntlets with
standard attack). If you fail, you are
magical bonuses add to attack and
still held; if you succeed, you have
damage rolls as normal.
broken free. If you have multiple
attacks, you may attempt to break the
Optional rule: any character wearing
hold more than once. If you are being
heavy armour is considered to be using
held by multiple opponents, you will
a gauntlet. This represents the fact that
need to break free from all holds
helms, boots, greaves, etc., all hurt before you are free. You may use an
more when rammed into another Escape Artist check instead of a hold
person’s face. attack for the purpose of breaking a
hold.

3
Note that it is possible for two opponent moves with you, unless she
opponents to hold each other. A held specifically opts not to, in which case
opponent may still attempt hold attacks you need to make a successful grapple
against his attacker. attack roll to move.

While held, you may make attacks Use opponent’s weapon: If your
with a light weapon or a natural opponent is holding a light weapon,
weapon, although you suffer a -4 you can use it to attack him. Make a
penalty on such attacks. You may successful hold attack (in place of an
make unarmed attacks freely attack). If you win, you automatically
(including strikes, throws and holds). strike your opponent with his own
You may not attack with two weapons weapon (using your own strength
while held. bonus for damage). You don’t gain
possession of the weapon by
If either combatant is held, both performing this action.
combatants are considered to be
grappling. Multiple Attackers

Actions Allowed While Grappling Additional attackers may establish


individual holds against a single target.
When you are grappling with an To escape, the target will need to break
opponent, your actions are limited. out of all holds currently in place. Up
to four combatants can grapple a single
Activate a magic item: you may opponent in a given round. Creatures
activate a magic item normally as long that are one or more size categories
as it does not require spell completion smaller than you count for half,
activation. creatures that are one size category
larger than you count double, and
Cast a spell: You can attempt to cast a creatures two or more size categories
spell while grappling or even while larger count quadruple.
held, provided its casting time is no
more than 1 standard action, it has no Throw
somatic component, and you have in
hand any material components or A throw represents an attempt to
focuses you might need. Any spell that render your opponent prone; this could
requires precise and careful action is be a throw, a trip or a simple push.
impossible to cast while grappling or
being held. If the spell is one that you A throw is resolved in the same way as
can cast while grappling, you must a hold – you must make an attack
make a Concentration check (DC 20 + against your opponent’s grapple armor
spell level) or lose the spell. class using your grapple attack bonus.
If you succeed, you opponent is
Draw a light weapon: While rendered prone.
grappling, you may draw a light
weapon as a move action. As per the standard d20 core rules, a
prone character is on the ground. An
Move: You may move at one-quarter attacker who is prone has a -4 penalty
normal speed (round down to the next on melee attack rolls and cannot use a
5-foot increment) while grappling (you ranged weapon (except for a
may not move while held). Your crossbow). A defender who is prone

4
gains a +4 bonus to Armor Class Bull Rush
against ranged attacks, but takes a -4
penalty to AC against melee attacks. You can make a bull rush as a standard
Standing up is a move-equivalent action (an attack) or as part of a
action that provokes an attack of charge. When you make a bull rush,
opportunity. you attempt to push an opponent
straight back instead of damaging him.
Multiple Attacks You can only bull rush an opponent
who is one size category larger than
All unarmed attacks consist of one you, the same size, or smaller.
standard attack. If you have multiple
attacks, you may use each attack to First, you move into the defender’s
attempt an unarmed attack (thus you space. Doing this provokes an attack of
can strike, throw and then hold an opportunity from the defender. (If you
opponent if you have three attacks; or, have the Improved Bull Rush feat, you
if you’re feeling less adventurous, just don’t provoke an attack of opportunity
kick your downed opponent in the from the defender; note that, as a
head three times). change from the core rules, this does
not provoke an attack of opportunity
You may attempt an unarmed attack as from anyone other than the defender.)
an offhand attack, according to the
standard core rules for offhand attacks. You then make an attack roll (grapple
The fighter who can hold an opponent attack bonus vs. grapple armor class).
immobile with one hand while fencing If you succeed, you push your
with another opponent is certainly an opponent back 5 feet. If you wish to
accomplished warrior. move with the defender, you can push
him back an additional 5 feet for each
Finally, with iterative attacks, you may 5 points by which you exceeded your
establish multiple holds on the same attack roll. Note that movement
opponent. Whether you describe this provokes attacks of opportunity as
as pinning your foe with different parts normal (for both you and your target),
of your body, or merely as establishing but you and your target do not get
a more secure hold than you had attacks of opportunity against each
before, you can establish as many other.
holds as you have attacks in the round.
Remember that to maintain a given If you fail the attack roll, you move 5
hold, you must use one attack each feet straight back to where you were
round (although you don’t need to roll before you moved into his space. If
anything). You’ll be surprised how that space is occupied, you fall prone
important this multiple hold concept is in that space.
to these grappling rules!
Overrun
Other Combat Actions You can only overrun an opponent
who is one size category larger than
The core rules contain a few other you, the same size, or smaller. You can
combat actions of interest to the make only one overrun attempt against
unarmed combatant. Below you’ll find a given opponent in a round, although
revised combat actions, bringing them you may make overrun attempts
in line with these rules. against multiple targets as long as you

5
are able to keep moving (i.e. you • Improved Grapple*
continue to succeed in overrun • Improved Trip*
attacks). An overrun attack may take • Improved Unarmed Strike*
place in the middle of your movement, • Deflect Arrows
and you may make as many overrun • Snatch Arrows
attacks as you have attacks. • Stunning Fist
• Weapon Finesse (Unarmed)
An overrun is a standard attack; it
required a grapple attack roll vs. your
target's grapple armor class. It Improved Grapple
provokes an attack of oportunity from [General]
the defender. As a change from the
core rules, your opponent may not Prerequisites
avoid you (other than by having a good
enough grapple armor class). Dex 13, Improved Unarmed Strike.

If you succeed in your roll, you knock Benefit


the defender prone and may continue
moving. If you lose, your progress is You do not provoke an attack of
blocked. opportunity when you attempt a hold
attack against an armed opponent. You
If you are mounted, you use your also gain a +4 bonus to your grapple
mount's grapple attack roll instead of attack bonus.
your own.
Normal
Trip
Without this feat, you provoke an
You should not use the Trip action attack of opportunity when you attempt
from the core rules. Instead, use the a hold attack against an armed
Throw attack from these rules. The opponent.
Improved Trip feat applies to throws
(see “Old Feats”, below). Special

A fighter may select Improved Grapple


Old Feats as one of his fighter bonus feats.
The following core feats are of special A monk may select Improved Grapple
interest to characters using unarmed as a bonus feat at 1st level, even if she
combat. Feats marked with an asterisk does not meet the prerequisites.
are altered in these rules (detailed
below).
Improved Trip [General]
• Weapon Specialization Prerequisites
(Unarmed)
• Greater Weapon Specialiation Int 13, Combat Expertise.
(Unarmed)
• Weapon Focus (Unarmed) Benefit
• Greater Weapon Focus
(Unarmed) You do not provoke an attack of
• Improved Bull Rush opportunity when you attempt to throw

6
an opponent while you are unarmed. Special
You also gain a +4 bonus on your
Strength check to trip your opponent. A monk automatically gains Improved
Unarmed Strike as a bonus feat at 1st
If you throw an opponent in melee level. She need not select it.
combat, you immediately get a melee
attack against that opponent as if you A fighter may select Improved
hadn’t used your attack for the throw Unarmed Strike as one of his fighter
attempt. bonus feats.

Normal *If changing unarmed damage from non-lethal to


normal damage does not sit well with you, simply
use the core Improved Unarmed Strike feat. See
Without this feat, you provoke an “Final Thoughts” for more on this.
attack of opportunity when you attempt
to throw an opponent while you are
unarmed.
New Feats
Special The following feats are applicable to
unarmed combatants.
At 6th level, a monk may select
Improved Trip as a bonus feat, even if Press Hold [General]
she does not have the prerequisites.
Prerequisites
A fighter may select Improved Trip as
one of his fighter bonus feats. Dex 13, Improved Grapple.

Improved Unarmed Strike Benefit


[General] When holding an opponent, you may
Benefit choose one of the following effects:

You are considered to be armed even 1) You may automatically inflict


when unarmed —that is, you do not damage as though you were
provoke attacks or opportunity from using an unarmed strike, doing
armed opponents when attempt an the same damage as an
unarmed strike against them while unarmed strike would do. This
unarmed. However, you still get an is accomplished by bending
attack of opportunity against any joints, choking and using other
opponent who makes an unarmed grappling moves.
attack on you. 2) You may prevent your
opponent from establishing a
In addition, you may choose to make reciprocal hold upon you,
your attacks cause nonlethal damage. assuming he has not already
done so.
Normal 3) You may prevent your
opponent from drawing a light
Without this feat, you are considered weapon.
unarmed when attacking with an
unarmed strike, and you can deal only You may choose which of these three
normal damage with such an attack.* options is in effect for each round

7
during which you hold your opponent.
You may change effect at any time that
you have an attack against that
opponent.

Great Throw [General]


Prerequisites

Dex 15, Improved Trip.

Benefit

When you successfully throw an


opponent, you may choose to propel
him through the air. He lands prone in
any adjacent square of your choosing
and takes damage as though you had
used a strike attack against him.

8
constriction damage as well (the
Monsters & Grappling amount is given in the creature’s
descriptive text). It can even move
When you're grappling with a normally (possibly carrying away the
gargantuan squid or an angry red opponent), provided it can drag the
dragon, grappling takes on a whole opponent’s weight.
new meaning! Many monsters use
grapple-based attacks, collected under Rake
a small group of special abilities:
Constrict, Improved Grab, Rake, A monster with the rake ability usually
Swallow Whole, and the monster feat, gains two additional claw attacks that
Snatch. Here's how they work under it can use only against a held foe. Rake
these rules. attacks are unarmed Strikes at the
creature’s highest base attack bonus.
Breath Weapons
Swallow Whole
Opponents are denied saving throws
against the breath weapon of a creature If a creature with this special attack
that has a Hold on them with a Bite begins its turn with an opponent held
attack. in its mouth (see Improved Grab), it
can attempt a new grapple attack. If it
Constrict succeeds, it swallows its prey, and the
opponent takes bite damage. Unless
A creature with this special attack can otherwise noted, the opponent can be
crush an opponent, dealing up to one size category smaller than
bludgeoning damage if it has a Hold on the swallowing creature.
that opponent. The amount of damage
is given in the creature’s description. If Being swallowed has various
the creature also has the improved grab consequences, depending on the
ability it deals constriction damage in creature doing the swallowing. A
addition to damage dealt by the swallowed creature is considered to be
weapon used to grab. grappled, while the creature that did
the swallowing is not. A swallowed
Improved Grab creature can try to cut its way free with
any light slashing or piercing weapon
A creature with this special attack (the amount of cutting damage
makes a grapple attack with a claw or required to get free is noted in the
bite without provoking an attack of creature description), or it can just try
opportunity. The attack deals normal to escape the hold. The Armor Class of
claw or bite damage and establishes a the interior of a creature that swallows
hold, pulling the target into its space. whole is normally 10 + ½ its natural
Unless otherwise noted, improved grab armor bonus, with no modifiers for
works only against opponents at least size or Dexterity. If the swallowed
one size category smaller than the creature escapes the hold, success puts
creature. it back in the attacker’s mouth, where
it may be bitten or swallowed again.
If the creature cannot constrict (see the
Contrict ability), each round it
automatically deals the damage
indicated for the attack that established
the hold. Otherwise, it deals
Snatch

The creature gains the ability of


Improved Grab. In addition, if the
target opponent is three or more sizes
smaller, it gains the following
additional benefits:

The creature is not considered to be


Grappled.

At the start of any round in which the


creature has a Hold on the smaller
creature, it automatically deals the
damage indicated for the attack that
established the hold.

The creature with Snatch can move


normally while maintaining a Hold on
the opponent (possibly carrying away
the opponent), provided it can drag the
opponent’s weight.

The creature can drop the creature it


has snatched as a free action or use a
standard action to fling it aside. A
flung creature travels 1d6 × 10 feet,
and takes 1d6 points of damage per 10
feet travelled. If the creature flings a
snatched opponent while flying, the
opponent takes this amount or falling
damage, whichever is greater.

Note: Tumble and Monk skills may


negate/soften the damage from being
flung.
FINAL THOUGHTS GRAPPLING FOR ADVANCED
STUDENTS: HOW TO MASTER
These rules are intended to simplify YOUR CHI!
unarmed combat while,
simultaneously, making it more - Russell Morrissey (Morrus), August
interesting. The decision not to go into 2006, wishing I was at GenCon.
detail with special attacks and fancy _______________________________
moves is in keeping with the d20
All text in this product is designated as Open Gaming
combat system: the game doesn’t have Content.
fancy moves, specific strikes, etc.,
'd20 System' and the 'd20 System' logo are trademarks of
when using a longsword, so why Wizards of the Coast, Inc. and are used according to the
should it when using a clenched fist? terms of the d20 System License version 6.0. A copy of
this License can be found at www.wizards.com/d20; 'd20
D20 combat is an abstract affair, and System' and the d20 System logo are trademarks of
hit points are an abstract measure of Wizards of the Coast, Inc. in the United States and other
countries and are used with permission.
“how far someone is from defeat”.
THIS LICENSE IS APPROVED FOR GENERAL USE.
A fairly big change I made to the core PERMISSION TO DISTRIBUTE THIS LICENSE IS
MADE BY WIZARDS OF THE COAST!
grappling rules deals with non-lethal
and lethal damage. I made all attacks OPEN GAME LICENSE Version 1.0a
(whether fist, boot, club or sword) do
normal (lethal) damage; with the The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc
Improved Unarmed Strike feat you can ("Wizards"). All Rights Reserved.
make your damage non-lethal. If this
does not sit well with you, simply 1. Definitions: (a)"Contributors" means the copyright
and/or trademark owners who have contributed Open
change it back. I won’t go into detail Game Content; (b)"Derivative Material" means
on my reasoning here, but if you’re copyrighted material including derivative works and
translations (including into other computer languages),
viewing this in PDF format, simply potation, modification, correction, addition, extension,
click here for my forum post on the upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed
subject. or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content" means the
If you have any thoughts or comments game mechanic and includes the methods, procedures,
regarding these rules, please forward processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over
them to EN Publishing (or, better, use the prior art and any additional content clearly identified as
the ENP messageboard). This Open Game Content by the Contributor, and means any
work covered by this License, including translations and
product is being sold at the EN World derivative works under copyright law, but specifically
GameStore, and I will use the excludes Product Identity. (e) "Product Identity" means
product and product line names, logos and identifying
“update” feature to make any marks including trade dress; artifacts; creatures characters;
improvements, changes, clarifications stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions,
or errata which come up. If I use your likenesses, formats, poses, concepts, themes and graphic,
ideas, I will credit you in the updated photographic and other visual or audio representations;
names and descriptions of characters, spells,
document (so please make sure you let enchantments, personalities, teams, personas, likenesses
us know how you wish to be credited!) and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other
It’s a fairly simple product, not trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and
designed to be flashy or especially which specifically excludes the Open Game Content; (f)
pretty: it’s merely some rules to add to "Trademark" means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or
your game. I hope the “style” of the its products or the associated products contributed to the
product appeals to you, because I Open Game License by the Contributor (g) "Use", "Used"
or "Using" means to use, Distribute, copy, edit, format,
intend to write more in the XXX For modify, translate and otherwise create Derivative Material
Beginners series! Also, coming soon:

9
of Open Game Content. (h) "You" or "Your" means the Contributor unless You have written permission from the
licensee in terms of this agreement. Contributor to do so.

2. The License: This License applies to any Open Game 12 Inability to Comply: If it is impossible for You to
Content that contains a notice indicating that the Open comply with any of the terms of this License with respect
Game Content may only be Used under and in terms of to some or all of the Open Game Content due to statute,
this License. You must affix such a notice to any Open judicial order, or governmental regulation then You may
Game Content that you Use. No terms may be added to or not Use any Open Game Material so affected.
subtracted from this License except as described by the
License itself. No other terms or conditions may be
13 Termination: This License will terminate automatically
applied to any Open Game Content distributed using this
if You fail to comply with all terms herein and fail to cure
License.
such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this
3.Offer and Acceptance: By Using the Open Game License.
Content You indicate Your acceptance of the terms of this
License.
14 Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to
4. Grant and Consideration: In consideration for agreeing the extent necessary to make it enforceable.
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the
15 COPYRIGHT NOTICE
exact terms of this License to Use, the Open Game
Open Game License v 1.0 Copyright 2000, Wizards of the
Content.
Coast, Inc.
System Reference Document Copyright 2000-2003,
5.Representation of Authority to Contribute: If You are Wizards of the Coast, Inc.; Authors: Jonathan Tweet,
contributing original material as Open Game Content, You Monte Cook, Skip Williams, Rich Baker, Andy Collins,
represent that Your Contributions are Your original David Noonan, Rich Redman, Bruce R. Cordell, based on
creation and/or You have sufficient rights to grant the original material by E. Gary Gygax and Dave Arneson.
rights conveyed by this License. Grappling For Beginners, Copyright 2006, EN Publishing

6.Notice of License Copyright: You must update the


COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
Special thanks to Cheiromancer for spotting a couple of
Game Content You are copying, modifying or distributing,
typos.
and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of
any original Open Game Content you Distribute.

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.

10 Copy of this License: You MUST include a copy of this


License with every copy of the Open Game Content You
Distribute.

11. Use of Contributor Credits: You may not market or


advertise the Open Game Content using the name of any

10

S-ar putea să vă placă și