Grappling Expanded
These rules expand a bit on the existing grappling rules to, hopefully, make the process a bit more clear.
Summary
Grappling Checks can be made with Strength (Grappling) Checks and can be opposed with either Strength (Grappling) or Dexterity (Escape Artist) Checks. Grappling Checks have Advantage against Prone targets, this applies to both the Grappler and the Grappled. During a grapple, there is the Grappler (the one in control of the grapple) and the Grappled (the one suffering). The Grappler does not need to make a check to maintain the Grapple on their turn. Instead, it is up to the Grappled to use their Action to escape. If the Grappled succeeds an escape Grapple Check, then the grapple's severity reduces by 1 stage (e.g. from Pinned to Grappled, or Grappled to free). Similarly, if the Grappler fails a Grapple Check, then the grapple's severity reduces by 1 Stage. At any point, the Grappler can choose to end the grapple by spending half of their movement to disengage.Grappling
While grappling, weapons larger than Sidearms have Disadvantage, and the victim's Speed is 0.Grappling Options
When you succeed a Grappling Check against an opponent who is already Grappled, the target suffers one of the following effects.- Maneuver: target falls Prone, drops one item they are holding, becomes Blinded for 1 round, or become Staggered for 1 round.
- Drag: drag the target up to 1/4 your movement.
- Pin: target becomes Pinned.
Pinning
In addition to the effects of Grappling, the target becomes Restrained. Weapons larger than Personal Arms have Disadvantage.Pinning Options
When you succeed a Grapple Check, you can apply one of the effects from Grappling, or one from the list below.- Strangle: the target becomes Strangled until the start of your next turn, at which time you must make another Grapple Check to continue Strangling them.
- Lockdown: the Grappled becomes Locked Down.
- Shank: the target suffers damage from one Personal weapon you wield.
Locking
Weapons larger than Personal Arms cannot be used at all and the victim suffers damage as if struck by your wielded Personal weapons at the start of each of their turns. Note that to fully Submit a target, you must defeat all three of their mental scores, and to fully Break a target, you must defeat Strength, Dex, and Hit Dice. When a physical attribute is Broken, it represents a serious injury. This may be a broken bone, torn ligament, or other horrible injury. These may take a significant amount of time and medical attention to recover from, though high tier healing magic can speed up the process. Similarly, when a mental stat is Submitted it represents a serious trauma to the victim. It is not uncommon for Submitted victims to resort to an almost animalistic mode of being for a time afterwards as the panic of the situation overwhelms them. NOTE: this is assuming a lethal context for the grapple, in which the Submission's goal is to shatter the opponent's mind. In a non-lethal context, such as a sport fight or wrestling match, a Submission is unlikely to cause lasting trauma (though that is still possible). In these situations, the GM should drastically reduce or remove long term consequences, depending on the context. Due to the intimately violent nature of a Lockdown, the Grappled is likely to incur a Lasting Trauma from the experience.Locking Options
- Submission (DC = 5 + Target's Int/Wis/Cha Score + Target's Grappling Proficiency): you attempt to break your opponent's will to fight. The victim becomes Frightened and reduces that mental stat to 1. If they are already Frightened they become Panicked. If they are already Panicked, they become Incapacitated for the duration of the Lock, and for 1d4 minutes afterwards. Of course, a target can willingly submit sooner if they want to, reducing the inflicted trauma.
- Break (DC = 5 + Target's Str/Dex/Hit Dice + Target's Grappling Proficiency): you rip your opponent apart. The target fails one Death Save and reduces that physical stat to 1. Each of the target's physical stats can only be Broken once.
- Hogtie (DC = 13 + Target's Str Bonus + Target's Dex Bonus): you tie up your opponent. If you succeed, the target's Dexterity Score is reduced by an amount equal to your Dex Bonus, or double that if you have Expertise. At 0 Dexterity, the target is completely tied up, becoming Incapacitated.