OK. I've grappled the enemy. Now what?


Rules Discussion


I've been toying with the idea of a grappling sort of build. The problem is figuring out what to do once she's grabbed someone. Assume that she has a one-handed weapon and a non-bite natural weapon. Aside from taking potshots at someone who's stuck there and is flatfooted, what else can you do with a grapplee (and if potshots, can the natural weapon come into play)?

Shadow Lodge

I don't think you can really do much beyond 'pot-shots', which I believe can be natural attacks as long as it isn't a natural attack from the 'free hand' that is grappling.

Remember that you'll need to make at least one Grapple attempt each round to establish/maintain your hold, and possibly more if you fail the check on the first attempt.


Taja the Barbarian wrote:

I don't think you can really do much beyond 'pot-shots', which I believe can be natural attacks as long as it isn't a natural attack from the 'free hand' that is grappling.

Remember that you'll need to make at least one Grapple attempt each round to establish/maintain your hold, and possibly more if you fail the check on the first attempt.

So Grapple here is less 'twist into pretzel for damage' and more 'yank arm, punch/stab in gut'. Something that's probably a good option in timely situations but not as much as 'trip up, beat on ground' for normal battles?


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As I am reading the rules on grapple and comparing to previous editions that I am familiar with, the point isn't what you can do, what I notice is the lack of things that you can't do while grappling someone.

Grappling someone doesn't apply any penalties to you. It doesn't restrict your choice of actions at all.

If you choose to move away from the grappled enemy, the grabbed condition ends automatically, so moving may not be an ideal choice to spend an action on. But you still can if you want/need to.

Other things you can do:

Attack with that one-handed weapon you mentioned.
Attack with a natural weapon (bite or otherwise).
Cast a spell at the grabbed enemy.
Cast a spell at something else.
Attack a different enemy within your reach.
Draw and use a thrown weapon at a different enemy.

Also noteworthy: The flat-footed condition that is part of the grabbed condition applies against all other creatures. So anyone else attacking the enemy you grabbed can take advantage of the flat-footed condition - no flanking needed.


Qaianna wrote:
So Grapple here is less 'twist into pretzel for damage' and more 'yank arm, punch/stab in gut'. Something that's probably a good option in timely situations but not as much as 'trip up, beat on ground' for normal battles?

Yes, grapple's primary benefit is to stop movement and give an advantage in hitting the target.

To be a better damaging grappler pick up more martial artist related feats or go monk :)


Taja the Barbarian wrote:
I don't think you can really do much beyond 'pot-shots', which I believe can be natural attacks as long as it isn't a natural attack from the 'free hand' that is grappling.

Curious on this one. I don't see anything in the grapple rules that limit your use of the free-hand that is required for using the grapple action. So as far as I can tell, you should be able to have a punch unarmed attack, something in your other hand, and still be able to grapple, then punch with that free hand.

Am I missing something? Maybe something saying that using an unarmed attack makes your free-hands no longer count as free-hands because they are used in making an attack?

Or is this a house rule that you didn't realize that you had added to your games?


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I personally like to trip before grappling so the creature can't stand up until they get out of the grapple.

Grapple alone is when you want do stop creature movement, either to stop it from going to the backline or to keep it in something like a wall of fire.


Fighter level 6 feat dazing blow. It's amazing.


The Gleeful Grognard wrote:
Qaianna wrote:
So Grapple here is less 'twist into pretzel for damage' and more 'yank arm, punch/stab in gut'. Something that's probably a good option in timely situations but not as much as 'trip up, beat on ground' for normal battles?

Yes, grapple's primary benefit is to stop movement and give an advantage in hitting the target.

To be a better damaging grappler pick up more martial artist related feats or go monk :)

Agree.

Battlefield control is what grapple is meant for.
Talking about the monk class, Whirling Throw is the way!

Shadow Lodge

breithauptclan wrote:
Taja the Barbarian wrote:
I don't think you can really do much beyond 'pot-shots', which I believe can be natural attacks as long as it isn't a natural attack from the 'free hand' that is grappling.

Curious on this one. I don't see anything in the grapple rules that limit your use of the free-hand that is required for using the grapple action. So as far as I can tell, you should be able to have a punch unarmed attack, something in your other hand, and still be able to grapple, then punch with that free hand.

Am I missing something? Maybe something saying that using an unarmed attack makes your free-hands no longer count as free-hands because they are used in making an attack?

Or is this a house rule that you didn't realize that you had added to your games?

I'm not aware of any specific rule along these lines, but common sense seems to say you can't generally use the actual 'grabbing' hand for anything else without losing your Grab.

The 'Free-Hand' weapon trait doesn't technically apply to unarmed Fist attacks (as they don't have this trait), but anything that would prevent you from punching your foe with a gauntlet should probably prevent you from punching it with a gauntlet-less fist.

Free-Hand wrote:

Source Core Rulebook pg. 282 1.1

This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

Of course, this is all kinda moot since you can probably just kick your foe instead...


Grapple is also good against spell casters, as always. People that are grabbed have to pass a flat 5 DC when they succeed at manipulate actions (which affects every spell that isn't purely verbal).

So this is pretty much the thing you do when you find a wizard-y enemy. Grab them so they can't run, and do back breakers on them if they try to do jazz hands.

This really makes me feel like acrobatics to escape grapples are a near essential on most casters.


Well, you can "kick" yourself free using unarmed if you dont want to invest in acrobatics.
It wont have the same max bonus, since usually casters would be capping at expert unarmed while with acrobatics they could go up to legendary, but there is also the opportunity cost of using one of your 3 skill upgrades on acrobatics instead of something else.


There are a fair number of class feats which open grapple options.

Fighters:

Dazing Blow
Combat Grab

Monks:

Gorilla Stance
Crushing Grab
Whirling Throw
Sleeper Hold

Barbarian:

Thrash
Collateral Thrash
Tangle of Battle
Embrace the Pain
Brutal Bully

And probably some others I'm forgetting. So you probably want to be a monk or barbarian. There might be a ruffian feat out there too.


shroudb wrote:

Well, you can "kick" yourself free using unarmed if you dont want to invest in acrobatics.

It wont have the same max bonus, since usually casters would be capping at expert unarmed while with acrobatics they could go up to legendary, but there is also the opportunity cost of using one of your 3 skill upgrades on acrobatics instead of something else.

Well, acrobatics also seems like the "don't embarrass yourself by face planting" skill.

I won't argue that you should go legendary... but there are plenty of skill upgrades between 7 and 15. Master and maybe a spare magic item seems like a decent investment. It is certainly easier to justify than grabbing handwraps to get a bonus on wild flailing.


lemeres wrote:
shroudb wrote:

Well, you can "kick" yourself free using unarmed if you dont want to invest in acrobatics.

It wont have the same max bonus, since usually casters would be capping at expert unarmed while with acrobatics they could go up to legendary, but there is also the opportunity cost of using one of your 3 skill upgrades on acrobatics instead of something else.

Well, acrobatics also seems like the "don't embarrass yourself by face planting" skill.

I won't argue that you should go legendary... but there are plenty of skill upgrades between 7 and 15. Master and maybe a spare magic item seems like a decent investment. It is certainly easier to justify than grabbing handwraps to get a bonus on wild flailing.

I'm not saying ther aren't tangible bonuses to grabbing acrobatics. I'm just saying that it's not mandatory.

It does give a sizeable bonus, but it does come with a sizeable investment. Skill increases to Master are incredibly limited in amount.


Grapple is one of those specialised toolbox things that doesn't do much normally , but the 1 time you meet that super elusive or hidden thing no-one can reliably see or hit, grapple saves the day.


I'd actually disagree on grapple not doing much by default.

It's a pretty easy to achive "Attack" option for a plethora of martials without any serious investment, and the ability to basically at-will Immobilize+Flatfoot an enemy is not insignificant.


Pathfinder Adventure Path Subscriber

grabbing someone who is prone puts them in a really bad spot. They are -2 on attacks and AC, and they have to break the grab before they can even try to stand up. If they succeed, then they are 2 actions down and have map. It is very effective against solo enemies if you are really built to athletics.


Unicore wrote:
grabbing someone who is prone puts them in a really bad spot. They are -2 on attacks and AC, and they have to break the grab before they can even try to stand up. If they succeed, then they are 2 actions down and have map. It is very effective against solo enemies if you are really built to athletics.

commonly known as the noble art of dogpiling


shroudb wrote:
Unicore wrote:
grabbing someone who is prone puts them in a really bad spot. They are -2 on attacks and AC, and they have to break the grab before they can even try to stand up. If they succeed, then they are 2 actions down and have map. It is very effective against solo enemies if you are really built to athletics.
commonly known as the noble art of dogpiling

Great if you have AoO, or some similar alternative that punishes move actions like Stand Still. It lets you get that one last kick in the gut before they can get back into the fight. Just make the entire experience miserable.


so the thing is, you are often less of a grappler and more of a combat maneuver specialist, depending on class you might be able to get a +2 or item bonus to grappling and be even better at that specifically, but you are not limited to it.

so you grapple when it would be appropriate. 2e is highly mobile, so grappling a fast enemy is great for you and your teamates, or a creature capable of flight.

flat footed as others have mentioned is also nice.

but you still have access to all the other combat maneuvers.


Also trip and grapple go against different save DCs, which means an athletics build for maneuvers can be very reliable at inflicting flat-footed one way or another.


shroudb wrote:

I'd actually disagree on grapple not doing much by default.

It's a pretty easy to achive "Attack" option for a plethora of martials without any serious investment, and the ability to basically at-will Immobilize+Flatfoot an enemy is not insignificant.

There's quite a few ways to get flatfoot though, and you're trading a melee hit for it. I feel that for the majority if parties, the major benefit is immobilise, which comes back to my comment on those few annoying opponents that are hard to see or hit.

However it will depend on your party composition.


While getting an enemy flatout to your attacks, as a melee, is indeed accessible. Blanket "falt-footed" for all of the party not so much. And it helps your casters, your ranged, and etc, as well as saving actions from the rest melees that dont have to circle around the enemy.


Yes it would help ranged.

In my experience casters generally don't use the 'to hit' spells because they have trouble landing hits, and many of the save ones at least give 1/2 on a success, which flat-foot doesn't affect.


Dubious Scholar wrote:
Also trip and grapple go against different save DCs, which means an athletics build for maneuvers can be very reliable at inflicting flat-footed one way or another.

Yeah, and with Assurance you can often trade a third attack to hit one of these on a creature your level or lower.

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