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2 people marked this as FAQ candidate.

I'm DMing a mythic game with a level 8 grapple expert PC and I'm really digging into the depth of grapple rules for the first time. My player has found a shockingly powerful combo to grapple, pin, and tie an enemy in one round. She walked me through her process, but can someone help me make sure this is a legal move?

1 - Swift Action - Fleet Charge, which allows a movement and a standard attack at the cost of a use of mythic power. She has a feat that grants her a grab ability, so a successful standard attack initiates grapple.
2 - Standard Action - Maintain the grapple, initiate a pin.
3 - Move Action - Using the Greater Grapple feat, maintain the grapple, tie up the character.
4 - Standard Action - In case she fails any of those rolls, another use of mythic power with Amazing Initiative grants another standard action, filling in for whichever roll failed.

So as a result, she only needs 3 out of 4 rolls to be successful- which is not hard with her CMB - and she can tie any enemy in readied chains in one round. This was used against an enemy mythic champion and he never got to take a single action. Thus the large boss fight, a mythic challenge at that, was essentially over in one round.

Is this right? Is this overpowered?

I mean, the level 8 spellcasters can do some really impressive things with two uses of mythic power, so maybe it's not overpowered, but I also worry that every combat from here on out will be resolved this way. Is there something that I should have future bosses do to prepare against this tactic after word has gotten out about it? Or since she's built most of her character around this ability, should I just let her spit out hogtied enemies each round until she runs out of mythic power?