Power Attacking into a Grapple


Advice

Liberty's Edge

I have sifted through the threads looking for an answer, but it looks like "Grapple" is a problematic subject.

Is there no penalty for Power Attacking into a grapple? No chance of hitting the wrong target within that grapple? If not, that's bogus.

Here is the situation I have run into. I have six 9th level players in my CoT campaign, and they have discovered a tactic which has become more than a little annoying. The Cleric and the Sorcerer buff the party to the max before entering any place new. Then the Monk rushes in and grapples any solo targets (which he rarely ever misses), three of the other players come in and assist the grapple, and then the Fighter comes in and power attacks the crap out of the creature who now has a -4 to its AC and no Dex bonus, and finally the rogue comes in and sneak attacks it. This has now become a recurrent theme.

Now, as I see it, if a creature or NPC is locked in a grapple, that creature or NPC is always struggling to escape, not standing there "ok, you got me, I give up'. With that being said, a fighter who is power attacking is putting everything into a swing to inflict more damage, not performing a precision attack. Something wrong with this picture. Any ideas or am I missing something?

I see a house rule coming real soon.


there is no penalty for attacking I to a grapple. grappled targets are no longer I'n the same square. power attack does not play a role I'n this one way or another.


Baraccus wrote:

I have sifted through the threads looking for an answer, but it looks like "Grapple" is a problematic subject.

Is there no penalty for Power Attacking into a grapple? No chance of hitting the wrong target within that grapple? If not, that's bogus.

Here is the situation I have run into. I have six 9th level players in my CoT campaign, and they have discovered a tactic which has become more than a little annoying. The Cleric and the Sorcerer buff the party to the max before entering any place new. Then the Monk rushes in and grapples any solo targets (which he rarely ever misses), three of the other players come in and assist the grapple, and then the Fighter comes in and power attacks the crap out of the creature who now has a -4 to its AC and no Dex bonus, and finally the rogue comes in and sneak attacks it. This has now become a recurrent theme.

Now, as I see it, if a creature or NPC is locked in a grapple, that creature or NPC is always struggling to escape, not standing there "ok, you got me, I give up'. With that being said, a fighter who is power attacking is putting everything into a swing to inflict more damage, not performing a precision attack. Something wrong with this picture. Any ideas or am I missing something?

I see a house rule coming real soon.

don't confuse being grappled with being pinned.

If you grappling your still on your feet and your simply locked in some form with your opponent its not like your rolling around on the floor.

Consider something like the NFL two players on their feet pushing against each other arms locked are grappling.
Two Sumo wrestlers could be described as grappling

in both those instances how easy is it to hit one of them without hitting the other, the answer is quite easy.

Liberty's Edge

If you have two or three grappling that target? I'm going to take my great sword and with a mighty swing, power attack for incredible amounts of damage without the risk of hitting a friendly character? Come on. We're not talking sumo wrestlers here.


Baraccus wrote:
If you have two or three grappling that target? I'm going to take my great sword and with a mighty swing, power attack for incredible amounts of damage without the risk of hitting a friendly character? Come on. We're not talking sumo wrestlers here.

Let me put this to you

people in grapple has a lower AC, if you then give a penalty to those attacking that target becuase he's in a grapple you've just raised his AC again canceling out the penalty, so from a pure mechanics standpoint it makes no sense

from a game standpoint we're also not talking about amateur night at the fight club these are season fighters and in the case of the power attacking fighter a very experienced fighter. He knows exactly when and where to strike in a grapple without hitting his allies because he's had an awful lot of practice at it.

The only possible house rule worth considering is the critical fumble roll of 1 when attacking into a grapple. but that a pretty high risk at 5% I'd prob apply a 2nd roll to confirm the fumble, before you started letting allies take friendly hits.

Just remember combat is an abstraction of whats really happening its not like everyone waits 6 seconds while someone takes a turn the rules are simple designed to simulate combat without making it ridiculously complex by trying to make it too realistic.


I can see where this tactic could become annoying. Make sure you're giving your NPCs the breaks they deserve (Perception to hear spells being cast, No meta-gaming of heres-the-enemy-time-to-buff, etc).

If you have six characters, it wouldn't be unreasonable to increase the threat by adding some mooks to some fights.

Since you know the party's tactics, review each fight to see what the enemy might be able to do counter it.

I generally advise against nerfing a specific tactic, but make sure you aren't handing them the guy on a silver platter either.

Liberty's Edge

Thank you all for the feedback.

Some call me Tim wrote:

I can see where this tactic could become annoying. Make sure you're giving your NPCs the breaks they deserve (Perception to hear spells being cast, No meta-gaming of heres-the-enemy-time-to-buff, etc).

If you have six characters, it wouldn't be unreasonable to increase the threat by adding some mooks to some fights.

Since you know the party's tactics, review each fight to see what the enemy might be able to do counter it.

I generally advise against nerfing a specific tactic, but make sure you aren't handing them the guy on a silver platter either.

I agree with where you are coming from. It is not my intention to nerf a party tactic, as that would not only be unfair, but also punish the players for being creative. I will look at this as an opportunity to expand on a rule that will allow the players to use their tactic, but to provide consequences should they make a bad roll.


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Also remember to focus on other aspects: a 6 player group requires some buffing of the encounters. Not by making the existing creatures stronger, but by increasing the number of creatures. The monk has to succeed on two grapples to get the pinned condition (the -4 AC and flat-footed that you mention).

Depending on the situation, remember that misdirection can help tremendously. For example they might *think* that they grappling the main boss for the room, but actually that was a trick having one of the henchmen pretend to be the boss.

Illusion magic can easily waste grapple attempts, and there are several spells that (if a round of preperation are available) will make grappling a caster hard. And on the other side, trying to grapple a higher BAB higher physical stats enemy is tough even for a specialist monk. Unless the situation is very favorable it should be rare to have better than 50-50 odds on landing the grapple.

You can also reverse the game - there are several nasty monsters you can bring into the room that play the grappling game much better than the PCs can.

Finally remember that the game goes both ways. Have minions that help the grappled BBEG focus on sunder attacks, that usually gets the attention of the characters quickly.


Bear in mind all assisting PC's will need to be adjacent to the enemy they are assisting to grapple. This results in inadvisable crowding on the part of the PCs. Consider using area affect spells and abilities, potentially at the sacrifice of the poor ganged-up creature. (There are plenty of area spells that target only enemies, particularly mind-affecting ones)

Additionally, if the Power-Attacking fighter is contending with the player crowd using a reach weapon, and attacking through any character's square, the grappled target does benefit from soft cover, and the attack will be at a -4.

I also second the notion of creatures not only protecting the room they inhabit, but also having opportunities to notice when plucky adventurers are buffing outside their immediate domains. Alarm spells, Perception checks, other means. These creatures will account for the entrances to their areas and avoid being ambushed in their homes/areas of operation by any means possible.


If the monk approaches stealthy and initiates combat by charging in and grappling, this probably means the rest of the party is far enough back that the enemy has a round to react before everyone shows up. While monks can be pretty resilient, if he can take the first round or two's punishment alone without breaking a sweat, it may be time to increase the difficulty of the encounter.

If the group is traveling together, there's usually a few walking tin cans making huge amounts of noise. This should give the enemies more than enough time to prepare and form a quick plan of action. They may even decide to just barricade the door and leave via another exit. At the very least, a couple of mooks should move to block the doorway to cut off easy access for the rest of the party. If you're feeling mean, they can even take actions to keep the door closed, allowing time for their allies to pummel the monk.

Remember that intelligent foes can also prebuff before fights. If they're particularly wily, they may even decide to flee and/or hide, and return later to ambush the PCs after their spells have expired.

Also, flagging. Not really a rules question. :)

Sczarni

It's also a 4 year old thread.

I don't think the OP cares what forum it gets moved to =P

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