CondorDM Home-Brewed Ad&d 2nd Edition Grappling Rules
Mar 25, 2023 14:01:52 GMT -4
Post by CondorDM on Mar 25, 2023 14:01:52 GMT -4
Non-weapon Proficiency Group Fighter
Grappling NWP(+1 Strength):
Grappling is attack, and it follows the basic process of attack, but with a twist.
Before making the dice roll you will say what part of the body you are trying to get a hold of.
Grappling uses your basic thaco.
This gets a +2 to the dice roll. Example - Your thaco is 19,
when going for a grapple you make an attack roll, your thaco is treated as a 17(19-2=17).
Grappling Check -
Once the character succeeds in getting a hold of the body, a grappling check is made,
If the character succeeds the character locks onto the part of the body they got a hold of,
now further options will open up to the character.
If the character fails, the target shakes them off right away(before the next round starts).
If the grappling check roll succeeds, you will get several options -
*Just Hold:
The character could just be grappling to hold the target in place.
The target cannot defend during this time,
but if another character attacks the target while they are being held,
that character must make an attack roll.
The character can still fumble on a 1, or double the damage on a 20.
The targets AC gets a minus 4 in this situation, some defense remains, the target is awake and struggling.
*Choke Hold:
First your character must be realistically capable of choking the target this way.
If the dice roll succeeds the character gets a hold that is choking the target,
the character must maintain that choke hold for the next two rounds, after the character succeeds the check on the third round,
the target passes out.
If the character maintains the hold, the monster will die in 1d4 rounds(DM rolls).
*Hurt:
The character can simply aim to do damage to the target,
twist the arm or leg,
bite it, punch it, whatever.
If any of this is done to a target that the character has locked onto.
It does 1d6+1 damage(strength pluses to damage can be added).
Following Rounds? -
Every round following the round the hold was locked on,
the target loses initiative because the character controls combat at this stage,
and the character must make a grappling check and succeed to maintain their grip.
If the character fails in any round the target shakes them off right away.
Whiplash -
Some targets are capable of throwing you hard, fast and far,
when you fail to lock your hold on one of these targets,
you must roll a dexterity check at a minus 4 to avoid being thrown.
-Basic Damage - 1d4-1d6(plus 1-4 terrain damage).
Example: The Bug Bear gets a hold of you and throws you hard into a tree.
-Epic Damage - 1d6-1d8(plus 1-8 terrain damage).
Example: You hang onto the dragons tail, the dragons swings you into a rock wall hard.·····HHfVLZJy
Grappling NWP(+1 Strength):
Grappling is attack, and it follows the basic process of attack, but with a twist.
Before making the dice roll you will say what part of the body you are trying to get a hold of.
Grappling uses your basic thaco.
This gets a +2 to the dice roll. Example - Your thaco is 19,
when going for a grapple you make an attack roll, your thaco is treated as a 17(19-2=17).
Grappling Check -
Once the character succeeds in getting a hold of the body, a grappling check is made,
If the character succeeds the character locks onto the part of the body they got a hold of,
now further options will open up to the character.
If the character fails, the target shakes them off right away(before the next round starts).
If the grappling check roll succeeds, you will get several options -
*Just Hold:
The character could just be grappling to hold the target in place.
The target cannot defend during this time,
but if another character attacks the target while they are being held,
that character must make an attack roll.
The character can still fumble on a 1, or double the damage on a 20.
The targets AC gets a minus 4 in this situation, some defense remains, the target is awake and struggling.
*Choke Hold:
First your character must be realistically capable of choking the target this way.
If the dice roll succeeds the character gets a hold that is choking the target,
the character must maintain that choke hold for the next two rounds, after the character succeeds the check on the third round,
the target passes out.
If the character maintains the hold, the monster will die in 1d4 rounds(DM rolls).
*Hurt:
The character can simply aim to do damage to the target,
twist the arm or leg,
bite it, punch it, whatever.
If any of this is done to a target that the character has locked onto.
It does 1d6+1 damage(strength pluses to damage can be added).
Following Rounds? -
Every round following the round the hold was locked on,
the target loses initiative because the character controls combat at this stage,
and the character must make a grappling check and succeed to maintain their grip.
If the character fails in any round the target shakes them off right away.
Whiplash -
Some targets are capable of throwing you hard, fast and far,
when you fail to lock your hold on one of these targets,
you must roll a dexterity check at a minus 4 to avoid being thrown.
-Basic Damage - 1d4-1d6(plus 1-4 terrain damage).
Example: The Bug Bear gets a hold of you and throws you hard into a tree.
-Epic Damage - 1d6-1d8(plus 1-8 terrain damage).
Example: You hang onto the dragons tail, the dragons swings you into a rock wall hard.·····HHfVLZJy