Roll a standard attack to grab/hug/whatever, but the damage roll doesn't do real damage, it's used for an additional effect. 5+ on 1d6 means the extra effect happens. It's mostly a case-by-case ruling, but here are some suggestions for addition effects after grabbing.
- Pin Limb
- 5+ on 1d6 means opponent can't move limb, otherwise the victim breaks free automatically.
- Disarm
- 5+ means opponent drops weapon.
- Flails do damage and disarm; I'd probably even give a +1 bonus.
- Takedown/Tackle
- 5+ means you and opponent are prone.
- +1 bonus if your Strength is higher than opponent's Strength.
- Trip
- 5+ means opponent (not you) is prone.
- +1 bonus if your Dex is higher than opponent's Dex.
- Bearhug
- 5+ means arms are partially pinned (restricted reach, -2 to attacks.)
- Do 1 point of damage per round if your Strength is higher than opponent's Strength.
- Choke
- 5+ means opponent passes out. Allows coup de grace next round.
- Otherwise, 1 point of damage per round if your Strength is higher than opponent's Con.
- Break Free
- d6 roll replaces normal counterattack. 5+ means break hold.
- Also used for other maneuvers, like getting up from a takedown while attacker is wailing on you.
I like this a lot, I've got to say.
ReplyDeleteOne question on the Break Free option. If you're pinned, tackled, whatever and trying to break free, you roll an attack first, then the d6 to break free if the attack was a success? I guess that's not clear to me...
Sorry, I didn't make that clear. By "d6 roll replaces normal counterattack", I mean that there's no attack roll. You're already in contact with your target, the guy who grabbed you. So you basically just roll a damage roll.
DeleteNo apologies. That is the way it read, but I wasn't sure that's what you really meant. Seems to me that breaking free of a hold/pin should require a bit more is all, though 5+ is only a 1/3 chance. I'd be inclined make this an opposed check somehow, but that does detract from the simplicity of it.
DeleteThe way I'd handle an opposed check is to give a bonus to the person breaking free if their Strength is higher than the attacker's Strength. I avoid having both sides dice at the same time for stuff like this.
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