Special Grapple Maneuvers [Archive] - Wizards Community

Post/Author/DateTimePost
Lluks

12-04-07, 11:58 PM
Players often want to do different things with grapples that aren't specified in the rules. For example, picking up someone and hurling them, like Hercules. Or an enlarged Fighter grabbing a hold of a kobold and weilding it like a weapon.

For the throw, I would probably make them make grapple checks as though they were going to pin the opponent. If they win, they make a jump check and the target goes that distance instead of the thrower. That is, unless the target made a reflex save equal to the Jump check, in which case the target clings for dear life.

Does anyone have any ideas of new situations and or one(s) they've adjudicated successful?
Orenmir

12-05-07, 10:14 AM
The conditions you mentioned already have rules surrounding them. There is a feat called Fling Foe -- make sure you don't grant these attributes to someone who doesn't have the feat. I wouldn't use a jump check to throw something -- the mechanics are not correct. I would use the improvised thrown weapon rules as a foundation (with a large penalty for being a very heavy weapon; and in this case, the weapon takes the damage; plus, I would reduce the range to 5'). Same for wielding a Kobold -- improvised melee weapon (of course, the poor Kobold would surely die quickly, being used as a weapon -- he'd be taking the same damage as he's inflicting).

http://www.systemreferencedocuments.org/35/sovelior_sage/weapons.html#improvised-weapons
InkBlot

12-05-07, 05:30 PM
There's a whole school of maneuvers in Tome Of Battle themed around throwing your opponents. Some of the maneuvers even involve throwing your opponenet into another opponent.

There's also the throwing-people rules in Rules Of The Game: All About Grappling (parts I (http://www.wizards.com/default.asp?x=dnd/rg/20050301a), II (http://www.wizards.com/default.asp?x=dnd/rg/20050308a), III (http://www.wizards.com/default.asp?x=dnd/rg/20050315a), and IV (http://www.wizards.com/default.asp?x=dnd/rg/20050322a)).
ZiggZagg

12-05-07, 06:04 PM
I don't think one should need a feat to throw someone. You could use the feat as a guideline, and just reduce its effectiveness. Kinda like some of the feats from Races of Wild that give you benifits when you are flying...benifits you should have anyway. It just looks like the designers realized you should be able to do a lot of things and a lot of players want to, but never had any guidelines to follow for them. Now they are giving it thought and jsut making them new feats
Lluks

12-05-07, 07:11 PM
I don't think one should need a feat to throw someone. You could use the feat as a guideline, and just reduce its effectiveness. Kinda like some of the feats from Races of Wild that give you benifits when you are flying...benifits you should have anyway. It just looks like the designers realized you should be able to do a lot of things and a lot of players want to, but never had any guidelines to follow for them. Now they are giving it thought and jsut making them new feats

I wholeheartedly agree with that sentiment. Anyone with the minimum intelligence score (3) and sufficient strength would be able to huck an opponent.

@Orenmir: While I do think that jumping isn't perfect, it is fairly close, in absence of an actual throwing skill, which I was actually surprised didn't exist. (think about the jump check though: you're using your strength to propel a body of mass a sufficient distance, up being harder and horizontally being easier, and if you get a running start the momentum would add to it. I still think there should be a throw skill though. Just important the jump check rules and make it a different skill.)
Knightblde

12-05-07, 08:08 PM
Rules of the Game, all about grappling also cover the tactics that you describe.