My suggestions for CMB


Combat & Magic


First of all, bravo on your attempts to clean up and standardize the various combat maneuvers. I like the basic mechanic of a CMB number very much. However, I feel that your current system has weakened the various maneuvers too harshly.

If we assume two fighters of equal strength and skill (equal CMB, we will say 10 each). In order for the first fighter to disarm the second (DC 25), he needs a 15+ on the die roll (30%). If we give him improved disarm, that's +2. He now needs a 13+ (40%). Even with training in the technique, he has a less than 50% chance of success. That's simply not fun for most players.

Let me suggest an alternative. First, we lower the opposed DC to 10 + CMB, granting a slight advantage to the attacker. In my opinion this is fine, considering that the attacker is effectively giving up his action to attempt an action that does not directly relate in the slaying of his enemy (ie doing damage).

Second, we incorporate your wonderful version of the grapple rules into the other combat manuevers.

For example, disarm:

Meet DC: You weaken your opponents grip on his weapon and pull him off balance. He suffers a -2 to attack rolls in his round.

DC +5: You disarm the weapon. It lands at the wielder's foot.

DC +10: You disarm the weapon, and can send it up to 10 feet from the wielder in any direction.

Trip:

Meet DC: The target is off balance for one round.
DC +5: The target is prone.
DC +10: The target falls prone and you can immediately follow up with an attack.

This provides granularity to the maneuvers, so they aren't as binary.

Liberty's Edge

Well my initial thougt was the same on lowering the dificulty on these. But after thinking it should not be easy for two equal opponents to disarm/trip/etc each other. So I think the 15+CMB is probably fine.

Yes I do like the grapple mechanic and think that this could be used for the other combat manuevers.

Dark Archive

I generally like the idea of scaling effects of maneuvers.

But, and that is a large BUT, this will involve even more bookeeping by Players and DM.
Imagine if more than one condition affects the PC/Monster.
This can get confusing very fast.

So, for simplicity's sake, I opt for the binary model.


If there can be one unified table for all the maneuvers, I think the staging effect works.

0-4 margin: One small effect, same for all stunts

5-9 margin: Basic effect of the stunt (disarm, hold, fall prone etc)

10+ margin: Basic effect plus some bonus, same for alls tunts (could be the same as the 0-4 bonus above).

Dark Archive

I really like the CMB...I think 15+ is a better use...but i like the idea of the improved chart like for grapple..and as demonstraded I don't think that it'll be hard to combine it into a single table


I like the idea of having 'staged' benefits... wasting your action on just succeeding or just failing is no fun, and makes players feel like they are not getting a chance to be useful.

Lowering the DC to 10+CMB sounds good, especially if there were staged successes... perhaps for disarm with 10+ success, you could catch the weapon? That's always fun for anyone who's watched The Princess Bride.

Liberty's Edge

I agree entirely with Stalker0 and I think these are some great suggestions. The DC should probably be a touch lower and if you stage the effects of all manuevers it could lead to some exciting outcomes without needlessly complicating matters.


It seems that some are already scaled (Like Bulls rush) but it's not as clearly written as the Grapple Rules

Bull Rush
DC = 5 feet
DC +5 = 10 Feet
DC +10 = 15 Feet
DC +15 = 20 Feet

I think Disarm COULD work nicely as
DC = Small/Light item (Potion bottle, Holy symbol)
DC +5 = Light/Small Weapon
DC +10 = Medium Weapon
DC +15 = Heavy Weapon

Weapons being used 2 handed get a +2 to there CMB
OR
Weapons (Items) being used 2 handed get Treated one higher on the DC Chart

just an idea

Overrun
DC = "Clipped" (-2 to AC)
DC +5 = "Unbalanced" (Flat Footed)
DC +10 = "Flattened" (Prone)*
DC +15 = "Knock back" ( Prone, moved 5 feet)

"Flattened" = Move action to get up
"Knock back = Full round action to recover and get to you feet

Paizo Employee Director of Games

Hey there all,

When doing some of the math on the CMB issues, it became apparent that 10+CMB created a similar problem to the one we face in 3.5. That is that wizards (and other spellcasters) get "owned" by grapple, as it nearly always worked and they could rarely escape (I know there are ways, but in many cases, this was a big problem, I have seen a lich pummeled to death while grappled in an antimagic shell, it made me very sad). Putting it up at 15 made it a bit more of a challenge, but still keeps it well within reach for characters who want to specialize.

As for scaling effects. It works for some (imo) but not for others which are far more binary (you are either tripped/disarmed or your not).

That said, I am open to thoughts (as always).

Jason Bulmahn
Lead Designer


Jason Bulmahn wrote:

Hey there all,

When doing some of the math on the CMB issues, it became apparent that 10+CMB created a similar problem to the one we face in 3.5. That is that wizards (and other spellcasters) get "owned" by grapple, as it nearly always worked and they could rarely escape (I know there are ways, but in many cases, this was a big problem, I have seen a lich pummeled to death while grappled in an antimagic shell, it made me very sad). Putting it up at 15 made it a bit more of a challenge, but still keeps it well within reach for characters who want to specialize.

As for scaling effects. It works for some (imo) but not for others which are far more binary (you are either tripped/disarmed or your not).

That said, I am open to thoughts (as always).

Jason Bulmahn
Lead Designer

Your grapple rules are similar to my house rules -though I used 10 I agree 15 is better. I removed any size modifier as I considered it too dominant- though I like your more normal size modifier effect- I am not sure I like the idea of going straight to pinned in one attack-- will try and see.

I tried to give grapplers a few attack options after success but hadn't figured out what to do with pinned - I want giants to pick up people and throw them away :)

Here are my houserules based from 3.5:

Draft grapple rules

Definitions
Grapple AC: 10 + BAB + higher of dex or str bonus (+4 if has improved grab or improved grapple) or escape artist skill
Grabber: person attempting to grapple
Grabbed: person being grappled
Grapple roll: BAB + str bonus +1d20 (+4 if have improved grab or improved grapple)
Grapple check: Grapple roll vs. grapple ac of opponent

Commencing a grapple
1. Touch attack provoking attack of opportunity (unless have improved grapple)
2. If grappler hit by attack of opportunity add damage done to grapple AC
3. Grabber makes grapple roll vs. grapple AC (-4 if only using 1 hand)
4. If successful grabbed is considered entangled and unable to move unless it is 2 or more sizes larger than grabber in which case it might not have noticed

Once Grabbed grabber and grabbed have no concealment vs. each other. Though firing missiles at a person in grapple will have a chance to hit either target (50/50 if same size, 80/20 if 1 size different, 90/10 if 2 or more size different)

What can do while grabbed
1. attack normally (additional penalties -2 if weapon not light, -4 if weapon 2 handed)
2. cast spell (will have to roll concentration check for entangled as well as provoke attack of opportunity- so may roll twice) – if the spell has a somatic component the entangle concentration check will not be 15 but will be 15 or the higher of 10 + grabbers BAB + str bonus
3. break grapple : grapple roll vs. grapple ac, (this may be part of a full round action attack with subsequent rolls being at -5)
4. grab back: grapple roll vs. grapple ac but don’t take penalty for being entangled
5. other actions such as drink a potion, etc all can be done normally but will provoke an attack of opportunity

What can the grabber do?
1. attack normally same penalties as if grabbed (but not entangled)
2. cast a spell as grabbee but not entangled
3. release grapple as a free action
4. throw if larger than grabbed: grapple check to succeed, release grapple, move 10’ per size category difference, grabbed takes 1d6 per 10’ thrown (double this if strikes an object before travelled full distance) and must make a reflex save or be prone DC grapple check of the throw
5. trip: grapple check if succeed grabbed becomes prone (still grabbed)
6. swallow (only certain monsters): grapple check
7. constrict: grapple check damage 1d6+1.5str (for medium)
8. move: grapple check if succeed may move a single move (may do this no more than 1 per turn) (automatic as a free action if 2 sizes larger)
Nb: throw, trip, swallow, constrict move may all be part of a full round action. I.e. if a creature has a BAB of +11 it may try to constrict, then swallow, then try and swallow again if it fails the first time.


Jason Bulmahn wrote:

Hey there all,

When doing some of the math on the CMB issues, it became apparent that 10+CMB created a similar problem to the one we face in 3.5. That is that wizards (and other spellcasters) get "owned" by grapple, as it nearly always worked and they could rarely escape (I know there are ways, but in many cases, this was a big problem, I have seen a lich pummeled to death while grappled in an antimagic shell, it made me very sad). Putting it up at 15 made it a bit more of a challenge, but still keeps it well within reach for characters who want to specialize.

As for scaling effects. It works for some (imo) but not for others which are far more binary (you are either tripped/disarmed or your not).

That said, I am open to thoughts (as always).

Jason Bulmahn
Lead Designer

I think it should stay at 15 + CMB. As a DM of a Monk that loves to grapple things. As far as the scaling effect. maybe as it was suggested by Stalker0- with Disarm, how far the weapon/item flies across the room (images of Indiana Jones comes to mind). and as far as Trip maid playing with how bad you just landed on you face, maybe inflecting effect like "Dazed" or something for doing really well.

Scarab Sages RPG Superstar 2015 Top 16

If the DC for any combat maneuver is a set number (15 + the target's CMB), why not front load the math into character creation/leveling and have a stat called Combat Maneuver Defense(CMD) that is listed right on the character sheet?

That way when someone attempts a Combat Maneuver against you it is already calculated. If you have a bonus against a specific maneuver, such as a dwarf with stability, it can be listed separately like this:

CMD: 18, 22 vs trip or bullrush

What do you all think?


Jason Bulmahn wrote:

Hey there all,

When doing some of the math on the CMB issues, it became apparent that 10+CMB created a similar problem to the one we face in 3.5. That is that wizards (and other spellcasters) get "owned" by grapple, as it nearly always worked and they could rarely escape (I know there are ways, but in many cases, this was a big problem, I have seen a lich pummeled to death while grappled in an antimagic shell, it made me very sad). Putting it up at 15 made it a bit more of a challenge, but still keeps it well within reach for characters who want to specialize.

Consider an alternate method of helping the wizard. Instead of weakening the ability to make a grapple, weaken its hindrance of the wizard. For example, the biggest problem for most wizards in a grapple is that they can't use somatic components. Perhaps you could simply bump up the concentration check needed to cast a spell while grappling, but allow the wizard to cast somatic spells.


Rusty Ironpants wrote:

If the DC for any combat maneuver is a set number (15 + the target's CMB), why not front load the math into character creation/leveling and have a stat called Combat Maneuver Defense(CMD) that is listed right on the character sheet?

That way when someone attempts a Combat Maneuver against you it is already calculated. If you have a bonus against a specific maneuver, such as a dwarf with stability, it can be listed separately like this:

CMD: 18, 22 vs trip or bullrush

What do you all think?

Yeah totally

the CMB should be listed just like AC

The Exchange

I have to agree with adding a Defense option onto a character sheet. Though it is one more thing a player has to keep track of, it saves the time needed to try and figure it out has you go along.

I liked the CMBs approach to handling size and it works well with the DC 15+ mechanic. I will be glad to try these mechanics in my game tonight.


Mr. Bulmahn,

First, thank you for the efforts you are making and for allowing the general community to be involved.

But on the point at hand, I believe the perceived problems with 3.5 grapple are its complexity and the tendancy for those with high grapple bonus to "own" those with lower bonuses.

The CMB system is very nice for removing complexity however, I am not sure it removes the problems of relative ablity and may amplify them for some encounters.

1. Removing the touch attack is a nice simplification but does give one less chance to escape that nasty grapple.
2. Removing the ability for a successful AoO to cancel the grapple also gives one less chance for escape.
3. This system does not appear to be one that works well with a "20 always wins and 1 always fails" - in the 3.5 rules you could always hope to roll a 20 or the opponent roll a 1 (assuming you used that rule in your grapple checks).
4.By taking out the opposed rolls you give up a nice bend in your probability curve. Opposed rolls make high grapplers succeed less and poor grapplers succeed more than rolls against a straight DC.

Looking at these issues I think you will have a situation (especially at higher levels where it is easy to see a >10 point difference in CMB) where the good grapplers crush the poor ones, and the system has taken away any chance for anyone with out great CMB to grapple at all.

I also think this needs to be examined against the creatures like the tendriculus and other types that constrict or swallow whole. I think it will actually make them tougher than they already are, but perhaps you already have new mechanics for those things in mind.

Not to offer criticism without solutions, I might suggest a mechanic for dicussion based off of reflex saves. It seems to me that we already have a system whereby people are dodging, slipping, and escaping from crazy situations. I would think that applying that generalized mechanic to trips, grapples, etc would be fine. Sure it is different than comparing skill against skill, but is jumping clear of a fireball that much different than avoiding a giants grasp.

I would suggest that these manuevers would instead provoke a reflex save with something like a DC 5+CMB/2. This would allow both a "20 always wins 1 always fails" hope for people as well as a graduated success (as you could implement if you fail by 5, by 10 etc). There could be a feat that allowed one to use Strength instead of Dexterity for this save.

Thanks again for giving us Pathfinder and letting us in on the process.


Derringer wrote:


Not to offer criticism without solutions, I might suggest a mechanic for dicussion based off of reflex saves.

Well, upon reflection reflex saves doesn't seem to work too well. Too easy to grapple trip bullrush big bad dudes with relatively poor reflex saves.

Still perhaps reflex saves could be incorporated via DC=10+(attackerCMB-defenderCMB). Not a lot of difference from the proposed system but a bit more opportunity for variables in the result.

Anyway...perhaps others can brainstorm off of this start for some alternatives....

The Exchange

I have a small playtest report for you all to examine. It can be found on this thread.
Grapple in Practice


Jason Bulmahn wrote:


When doing some of the math on the CMB issues, it became apparent that 10+CMB created a similar problem to the one we face in 3.5. That is that wizards (and other spellcasters) get "owned" by grapple, as it nearly always worked and they could rarely escape (I know there are ways, but in many cases, this was a big problem, I have seen a lich pummeled to death while grappled in an antimagic shell, it made me very sad). Putting it up at 15 made it a bit more of a challenge, but still keeps it well within reach for characters who want to specialize.

I'm currently playing a 9th level Wizard gnome in the Runelords campaign. My gnome took a racial hit to strength, and being a wizard, I saw no need to put a lot into strength... so that's a 6 strength (yeah, my fault). As a Wizard (with a wizard type prestige class), I have a BAB of 4... being small, I have a -1 on this. So my Wizard's CMB: 4+ -1+-2 = 1. The DC is 16 for someone to grapple my gnome. A level 1 fighter wouldn't have a problem with this.

I'm suggesting an alternative that might allow for the more nimble characters (rogues and wizards) a chance here: Use Strength OR Dexterity for the CMB! That way, even if someone isn't particularly strong, if they are agile enough they can still try to slip free. In my gnome's case, that'd be 4+3 (dex) - 1 (size) = 6, and a 21 to grapple me and pummel me to death. Still not a horribly difficult number to hit, but at least that 1st level fighter will have to try.

The Exchange

I think the system works as it is now. The Dc 16 in your case is not so easy for a 1st level fighter to do much to you. Lets assume he has 15 Str so he would have a CMB + 3 The highest number he could reach is a 23 and since that is only a max of 5 over, you wouldn't be held immobile. You could still cast spells at him or attack him. If that fighter was an Orc, he would have a CMB + 5 and could still only do the same. The system works nicely. Now if those fighters were 4th level, they should be able to grapple you a little better and could possibly pin you at some point.


fliprushman wrote:
I think the system works as it is now. The Dc 16 in your case is not so easy for a 1st level fighter to do much to you. Lets assume he has 15 Str so he would have a CMB + 3 The highest number he could reach is a 23 and since that is only a max of 5 over, you wouldn't be held immobile. You could still cast spells at him or attack him. If that fighter was an Orc, he would have a CMB + 5 and could still only do the same. The system works nicely. Now if those fighters were 4th level, they should be able to grapple you a little better and could possibly pin you at some point.

It has never made sense to me that someone can only use their strength to avoid a grapple/disarm/whatever... dex based fighters (whether a swashbuckler or rogue)... the types you'd expect to be able to deftly slip away are constantly at a disadvantage.

Saying that it works fine for a 4th level character to be able to pummel a 9th level wizard... ugh... that doesn't sound "fine" to me.

The Exchange

Well if you look at the system now, the dex fighters are always at a disadvantange as it is. The only opposed check that they could avoid is a Trip. Everything else is strength based. I don't think Bull Rush, a character slamming into you attempting to push you back, would work with dex. What could the Dex fighter do against the opponents strength? Step out of the way is the only option I could see if he is not strong enough. Wizards are not trained in combat so they should be more easily grappled and such. Some do brake the mould, but those ones have higher strengths and possibly a level of fighter.


fliprushman wrote:
Well if you look at the system now, the dex fighters are always at a disadvantange as it is. The only opposed check that they could avoid is a Trip. Everything else is strength based. I don't think Bull Rush, a character slamming into you attempting to push you back, would work with dex. What could the Dex fighter do against the opponents strength? Step out of the way is the only option I could see if he is not strong enough. Wizards are not trained in combat so they should be more easily grappled and such. Some do brake the mould, but those ones have higher strengths and possibly a level of fighter.

I guess part of my point is that, as is, the system makes little sense. An agile opponent should be able to effectively side-step a bullrush instead of trying to try to resist with brute strength. Seriously, if you're batman and Superman is charging towards you, do you just stay still and try to resist, or do you sidestep it? Thus, why isn't sidestep an option (represented by using Dex); or if someone is grappling to squirm out of it rather than to engage in an arm wrestling competition? Or if someone is going to disarm, why not use your agility to avoid the attempt rather than hold firm on the weapon and hope you can overpower them?

I'm not saying that wizards should be the greatest combatants ever... but that's represented in their BAB in the CMB, right? But as far as natural ability to evade or resist, that'd be Str. or Dex. In my example, the switch from Str. to Dex is a difference of 5 to the CMB... not a huge number, but enough to show that between natural ability and some combat experience, the 9th level wizard can be a little harder to pin down than others.

If you're going to the effort of redoing the grapple/trip/disarm stuff, then I see no problems with revising rule issues that make no sense.

The Exchange

Escape Artist the skill is the only Dex based thing that can get you out of a grapple. Other than that, if you watch Olympic style wrestling, you notice that even though even has some agility, they are trying more to use strength to press their opponent. In your example of Batman and Superman, if Superman was going to Bull Rush you, for one you wouldn't have the time to sidestep and two, he could make the sleightest of changes and still hit Batman. Look at a Bull, it takes a matador years to find a way to sidestep a Bull and usually it's through deception, hence the cloak. I could even say a Tackle is like a bull rush. Once the player gets close enough, sidestepping is not truly an option since your opponent has arms and is trained to watch you so he rarely fails. I can see your argument as an attempt to equal the playing field but Strength is usually the only way to get past someone.

Paizo Employee Director of Games

I just thought I would pop on here and note the Agile Maneuvers feat found on page 32 which allows you to use your Dex instead of your Strength when calculating your CMB.

Does that solve the Dex-based issue?

Please continue with the discussion.

Jason Bulmahn
Lead Designer

The Exchange

Oh, I haven't gone into the feats section yet. I was too mesmerized by the CMB system and skills. I think that's a good way to solve this problem. Strength would be the normal way to get out of a situation but you have trained yourself to use your Dexterity. I like that. Thanks Jason.


In SW Saga it's Dex or Str, whichever is higher... and I've not encountered any problems with that arrangement.

As for doing this via a feat... if the goal is to give wizards and rogues a bit more of a chance to avoid the grapple situation, then you're requiring that they spend one of 7 feats on that (assuming 1-20). Does it really need that kind of character resources to give dex based characters a better shot at avoiding a grapple/disarm/bull rush/trip? It never struck me that this was an integral part of the game balance to require characters to only oppose those things with brute force. I figured it was more due to the designers not watching too many pass-reciever types slip out of tackles.

I guess I don't see myself as a wizard taking that feat over spell focus, a metamagic feat, or other feats that go to the primary purpose of a wizard (casting)... and then just hoping that I can survive the grapple long enough to cast a spell to get out of it.

As a dex-based fighter... you're going to spend 1 feat just for weapon finesse already. So you're already at a disadvantage to str. based fighters.

Sovereign Court

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Stalker0 wrote:
First of all, bravo on your attempts to clean up and standardize the various combat maneuvers. I like the basic mechanic of a CMB number very much.

Agreed. I love that they all operate similarly.

I'd like to see CMB be be based on either Str or Dex,whichever is higher, or maybe even Str and Dex both, that way you couldn't totally hide a weakness in one with a high score in the other. (With a feat like Agile Maneuvers you could use Dex x2 instead of Str+Dex, and with Brute Force you could add Str x2).

I'm not a number wiz but it seems to me that even though using both ability scores would elevate CMBs, it would do so across the board, and thus fairly.

Also, as a player, having a CMB Defense number on my character sheet would be helpful.


Jason Bulmahn wrote:

I just thought I would pop on here and note the Agile Maneuvers feat found on page 32 which allows you to use your Dex instead of your Strength when calculating your CMB.

Does that solve the Dex-based issue?

Please continue with the discussion.

Jason Bulmahn
Lead Designer

Funny, we just had this conversation at the end of the our second playtest session last night.

My group's consenus was that a character/monster should be able to choose to use either their str or dex mod to calculate their CMB. It is after all a combat maneuver bonus, not a combat strength bonus.

I hadn't noticed the feat (we're waiting for the R2 release before we try feats), but it doesn't seem fair that Dex based characters have to burn a feat to get Weapon Finesse and then have to burn another feat to use their Dex mod in the CMB calculation.

Under the 3.5 base system, only 1 manuever requires Strength (Bull's Rush). Trip and Overrun allow either Str or Dex for the opposed roll. (Disarm & Sunder are opposed attack rolls and don't really come into it).

Paizo Employee Director of Games

Hey there all,

I can understand the desire to work your Dex modifier into the equation, but we are sticking with Str (for the time being) because it allows the CMB to be relatively close to your current Grapple modifier. The only change you have to make is if you are not size Medium.

That said, please continue with the discussion. I am listening.

Jason Bulmahn
Lead Designer
Paizo Publishing


Nyarlathotep wrote:

Under the 3.5 base system, only 1 manuever requires Strength (Bull's Rush). Trip and Overrun allow either Str or Dex for the opposed roll. (Disarm & Sunder are opposed attack rolls and don't really come into it).

That is not right. Only the defender can choose to use his Dex modifier for the opposed roll. The attacker not.

I like the CMB rules.


maxximilian wrote:
Nyarlathotep wrote:

Under the 3.5 base system, only 1 manuever requires Strength (Bull's Rush). Trip and Overrun allow either Str or Dex for the opposed roll. (Disarm & Sunder are opposed attack rolls and don't really come into it).

That is not right. Only the defender can choose to use his Dex modifier for the opposed roll. The attacker not.

I like the CMB rules.

True. But they do have the option of using their Dex on the defensive end of things. CMB is wholly tied to STR and while I can understand wanting it to approximate grappling, it seems like a better solution to allow either/or to be used to calculate their CMB bonus (without burning a feat).

I like the idea of a dextrous character being more difficult to grapple/bullrush/trip/disarm/overrun. To my mind it makes more sense and takes the overreliance on high strength scores out of the equation. Why shouldn't a nimble character be better able to resist the previously mentioned maneuvers?


I just want to make sure I understand this...

Bull Rush in 3.5 was opposed str. checks - now it's BAB+Str, so a slight change, with the +15 to the defender.

Disarm - in 3.5 this was an opposed attack roll. So for a dex fighter, that's BAB+Dex v. Defender's attack roll (BAB+Str or Dex). Now, a dex based fighter makes a disarm check as a BAB+Str, or sacrafices 2 feats to gain the same bonus as under 3.5... for a Rogue to be into disarming, that'd be 3 feats under Alpha, where it was 2 feats under 3.5 (Wpn Finesse, and Improved Disarm). Thus, a non-human rogue is going to need to wait until level 6 to do a trick as well as a level 3 non-human rogue under 3.5. This doesn't strike me as "backward compatable".

Grapple - 3.5 it's opposed strength, now it's opposed strength +BAB. I still see this as screwing the casters and dex based fighters, although it does simplify the grapple rules some.

Trip - 3.5 this was Str. v. Dex or Str., now it Str+BAB v. Str+BAB. Again, dex based characters get the shaft.

If one mechanic is going to be used for all of these maneuvers, it seems that they should still work roughly the same as the maneuvers did in 3.5.

Perhaps the best solution would be to modify weapon finesse to allow a dex based fighter to use their dex or strength for the CMB. This won't help casters, but will at least allow a dex based fighter who wants to be a disarming specialist the ability to do so with the same amount of resources as before (2 feats).

Scarab Sages

Jason Bulmahn wrote:

I just thought I would pop on here and note the Agile Maneuvers feat found on page 32 which allows you to use your Dex instead of your Strength when calculating your CMB.

Does that solve the Dex-based issue?

Please continue with the discussion.

Jason Bulmahn
Lead Designer

Not to my satisfaction.

I feel it should be based upon Str or Dex. In the case of grapple, Dex is the target being able to squirm out before the strong fighter can get a grip.

It means a wizard with a 16 Dex and 8 Str has to burn a feat to improve his ability to escape grappling.

Disarm should not be based upon Str only, in fact when you learn to fence you're taught to hold the weapon lightly, you don't attempt to hold onto it with all your might as that will just jar it loose with any impact.

Trip traditionally was a contested roll of either dex or str.

I dislike the current CMB, but would easily house-rule it to be dex or str.

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