| Cheri Kennedy |
Running RotRL AE. Beginner group and DM (me). Wondering about Grapple and if anyone house rules it to prevent boredom. For example, one of the "boss" fights, said boss had CMB +5, CMD +17. A min/maxed party monk with improved grapple is CMB +8 to grapple, +23 CMD if you allow improved grapple to add to his defense if someone is trying to break the grapple.
Anyway, 2 party members did an aid grapple and the monk got a +12 needing a 5. The boss then needed a 16 to break (cmd 23-2 for grappled condition of monk). The monk to maintain gets +8 normally, +4 aid, +5 circumstance, +2 because the other guy is grappled losing dexterity. Total +19 against a 17cmd. Boss now pinned. Boss fails escape. Boss now tied up.
So, math wise, the following had to happen: 80% orignal, 75% fail escape, 95% maintain, 75% fail escape, 95% tied up. = 41% chance of never hurting a 60hp NPC and cutting his throat at the end. And, if anywhere along the chain the NPC escapes, his action (attack) is burnt for the round and the process begins again. We are also playing with Hero Points, which I am fearful will now be held for all things grapple.
So rules questions and opinions. Please comment our interpretation is dead wrong/right and other house rules that have been considered.
1) Improved Grapple: +2 not only on grapple, but maintenance of grapple? Also +2 to CMD when opponent only wishes to escape, but not reverse grapple? *** Current house rule after last session is: +2 to grapple and maintenance, but DM can declare escape only and remove the +2 to the CMD of monk.
2) So, tying someone up: You fill your hands with rope right? So, do you take the -4 for not having 2 free hands? We housed ruled it as such, as tie up essentially means victory. Besides, coupled with your circumstance bonus you still get a net +1.
Any other considerations? Advice, reference and opinion all welcome.
Thank you.