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Tuesday, August 15, 2023

Minimalist grappling and striking (B/X, OSR)

In my most recent foray into the AD&D DMG, I found myself a bit frustrated with the combat mechanics. My general impression - and the same is true for the PHB - is that AD&D has tons of cool rules for combat, but these rules fell disjointed and complicated.

This is the second (but maybe not the last) post addressing this issue (here is the first).

The "WEAPONLESS COMBAT PROCEDURES" section is especially bad IMO, because:

- It adds an entirely different combat system for unarmed combat.
- It is needlessly complex and not a great fit to the existing combat rules (e.g., you can knock out people with a fist but not with a club).
- You do not get to choose your attacks, apparently (e.g., roll to see if you bite or kick).
- The author doesn't seem to understand real unarmed combat.

As far as I know, this is one of those rules Gygax didn't use in his own games.

[Notice that the Unearthed Arcana - which I haven't completely read - seems to have an reasonably elegant and straightforward system, that I'll use as inspiration, with some 5e stuff added to the mix]. 

But weaponless combat itself is, potentially, a fun addition to D&D characters (monsters already have some options such as bite, "bear hug", etc.).

How can we make it simple?

First, let's separate striking from wrestling/grappling.

Source.

Striking

Striking with a club or even claw is already covered by the rules. A fist should use similar rules - just a lot less damage than a weapon. Damage is 1 point for bare hands, 1d2 with a gauntlet or similar. Kicking is the same (with the advantage that you're rarely barefoot), but a natural 1 forces you to save versus paralysis or fall prone.

You could add an infinite amount of detail here (e.g., critical hits, fists versus armor, weapon length versus fists, speed, spell interruption, etc.), but you should only use that if you also use similar rules for weapons (e.g.: a fist has less reach than a short sword, but the difference between a dagger and a spear might be even greater).

Wrestling/grappling

Again, there is an infinite amount of detail to grappling (see my review of Dungeon Grappling, with is compatible with most OSR games), but we could "pareto" this thing to cover 80% of our needs with 20% of the existing crunch - or even better.

My first instinct would be using he d20, and you can do that if you want - but I think the d6 works better for various reasons.

I'll use attack bonus [AB] for my example, because I use ascending AC, but you could use THAC0 (see "motives and alternatives" below). 

Using B/X or OSE, THAC0 19 is a +0 attack bonus; THAC0 16 translates to +3, and so on. Remember that you usually add your Strength bonus (see below).

Simply roll with 1d6 + AB against your opponents AB (not AC). If you win, you can grab your opponent. If you win by 5 or more, you can hold, shove, trip, disarm, damage, etc. If you win by 10 or more, you can choose two options, and so on. Fail and nothing happens.

- Grab: the target gets -2 to attacks and +2 to be attacked (including further grappling). This lasts until the target's first attack (or movement etc.).
- Hold: like grab, but your opponent is held until he breaks free with a grapple attempt of his own.
- Shove: push your target away 10 feet.
- Trip: the target is prone (-4/+4 for attacks unless he uses half his movement to get up).
- Disarm: get your opponent's weapon or toss it aside.
- Damage: cause 1d4 damage with locks, punches, elbows, etc.

Other considerations.

Size/weight: if one side is significantly larger or heavier (e.g., double the weight), it gets a +4 bonus to grapple (+2 if 50% heavier, etc.). Enough size difference may make grappling impossible, but if your setting has an "epic" tone, a high-level fighter could conceivably pull a giant by his feet and bring him down, or get a dragon by the horns.
Limbs: using more than one limb gives you +1 per limb. Having more than 2 limbs on the ground (e.g., quadrupeds or centaurs) will similarly help you to defend against most maneuvers. Creatures without limbs (e.g. gelatinous cube) or non-humanoid shape are immune against some grappling maneuvers.
Bite: A creature with a bite attack can usually use that to grapple too, depending on size.
Weapons: you can grapple with certain weapons, in certain ways (a stick or polearm can be used to trip, a shield can be used to shove, etc. - DM's call). Otherwise, you need a free hand.
Armor: will usually not help/hinder against grappling. In fact, grappling a heavily armored foe might be a good tactic, especially if you're also heavily armored and a bit stronger.
Strength: can always be added to your AB when grappling.
Dexterity: can replace Strength when grappling, but only when defending.
Movement: you can move while grappling/grappled but your foe counts as encumbrance.
Interrupting spells: any grappling maneuver except grab interrupts a spell, similarly to taking damage.
Groups: various creatures can attempt to grapple a single powerful foe at once; however, see "stacking modifiers".
Stacking modifiers: if a creature is held by another creature AND prone AND grabbed by a third creature, only the worst modifier applies, with -1 for each additional creature (in our example, the modifier would be -6: -4 for being prone, -1 for being held, -1 for being grabbed).

Motives and alternatives to AB (attack bonus)

I use attack bonus because it includes class, level and Strength into its formula. A strong, experienced fighter should be great at grappling.

Using THAC0 is doable (e.g., roll 1d6 plus the target's THAC0 and try to beat your own THAC0).

Using HD would be a reasonable alternative - but requires more rolling and adding up, in addition to special rules for Strength and PCs with more than 9 levels (since they get no more HD despite improving THAC0).

Using 1d20 is doable but you'd have to rework all bonuses. I prefer 1d6 because you can keep math easy and bonuses small, although I might consider using 1d20 to keep it more similar to other attacks (I did something similar in Dark Fantasy Basic but I think it deserves refining).

Using saving throws as written in B/X or D&D is not a great idea, IMO - it makes grappling less relevant as you level up, and it stops big monsters from grappling each other effectively.

"Pummeling" and unconsciousness

The DMG uses "pummeling" with a fist or dagger (but apparently not a club or mace) as a way to make your opponent unconscious. This should not be unique to unarmed combat, of course. 

Here, I prefer the 5e rule: if you reduce an opponent to 0 HP with a melee attack, you can decide he gets unconscious (e.g., attack with a pommel, the flat of the blade, etc.).

There should be a small change of death regardless, unless you reduce the target to 0 HP trough grappling (choke, etc.).

Extremely simple combat maneuvers

Here is another take on a similar subject. It is a bit more freeform, but works well enough for weapons. Unarmed combat would take additional considerations, since the damage is usually too small to scare most foes - maybe defeating the entire purpose of grappling in armor.

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3 comments:

  1. The opposed THAC0 thing doesn't make sense to me: it would suggest that a 0-level fighter (THAC0 20) would always be able to disarm + hold a name-level fighter (THACO 12). Am I missing something here?

    ReplyDelete
    Replies
    1. You are completely right. I meant BAB instead of THAC0. I'll fix it.
      Thank you!

      Delete
  2. I like this. I'll have to give it a try in my next B/X-OSE game.

    ReplyDelete