Sure, but that seems reasonable to me. Its got to be pretty hard to swing a sword when one person is grabbing you, two it would be darn near impossible. Heck I'd of been fine if they said with the first grapple only light weapons can be used without disadvantage against the person grappling you.
This is a problem. The bigger issue we ran into is that if you're fighting something that should be a decently tough boss, it's very easy to lock them down and they can never get away, especially if you get a couple characters grappling. (The free attempt to escape coming at the end of the turn means at least 2 more grapple attempts per attacker before they can try to get away -- barring magic. If they're a level-appropriate target, they're going to get hit by at least one.)
The bigger issue we ran into is that if you're fighting something that should be a decently tough boss, it's very easy to lock them down and they can never get away, especially if you get a couple characters grappling.
This felt way easier to do with the old rules. Enemies had to burn an action if they ever wanted to escape, and things like Expertise let to a much higher escape DC - especially because monsters were rarely given Athletics or Acrobatics proficiencies.
Now grapplers have to devote action economy to keeping the target held down, and while the target might have disadvantage on some attacks, they still have the ability to escape without digging into their own action economy.
An issue is that the save vs grapple is now at the end of the grappled creatures turn. So no chance to move away.
Their opponent will simply be able to grapple again (assuming they hit of course).
So while not impossible to get away, escaping requires your opponent to miss rather than something you actively do. So it feels like this is taking power away from the person being grappled.
Maybe if the rule said "...if you escape the grapple at the end of your turn, and you have movement available, you may move up to half your speed as part of the escape"
Goblins will super dangerous, just all go for grapples and like children attacking an adult all latch onto a limb... that now lives in my head rent free.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
An issue is that the save vs grapple is now at the end of the grappled creatures turn. So no chance to move away.
Their opponent will simply be able to grapple again (assuming they hit of course).
So while not impossible to get away, escaping requires your opponent to miss rather than something you actively do. So it feels like this is taking power away from the person being grappled.
Maybe if the rule said "...if you escape the grapple at the end of your turn, and you have movement available, you may move up to half your speed as part of the escape"
In most cases what does that solve. 5e d&d is hostile towards getting away mechanically. So lets say you make your save and then move 20 feet away, the people grappling you now move 20 feet and grapple you again. There will be specific circumstances where they move to behind a line that its hard to follow to but most often it does nothing as its just too easy to keep on someone.
Goblins will super dangerous, just all go for grapples and like children attacking an adult all latch onto a limb... that now lives in my head rent free.
I generally consider that a good thing but it does make me think there should maybe be a sort of partial grapple state where maybe you are only considered to be in difficult terrain and not speed 0. would a 10 strength 40 pound halfling really root a 250 pound 20 strength orc.
Maybe have 3 tiers, held, grappled, restrained. A straight attack roll gets you held, a second attack roll gets you to grappled, 3rd to restrained. A single attack roll at -5 brings you right to grappled, one at -10 to restrained. Put disadvantage on rolls against targets one size category larger than you to establish a grapple or restrain conditions. Keep can't grapple/restrain on 2 sizes larger without a feat or something, put no size restriction on getting to held.
Part of the size restriction point is for flying creatures etc. there is no really good mechanic or mechanic at all for a fighter to like grab on, not knock them down to 0 speed but just freaking hang on while they beat the roc to death. If you had a held condition, that would solve it, it could impose difficult terrain if the creature holding you is within one size, drop your speed to 0 if it is 2 sizes bigger, not impede movement if two sizes smaller.
The bigger issue we ran into is that if you're fighting something that should be a decently tough boss, it's very easy to lock them down and they can never get away, especially if you get a couple characters grappling.
This felt way easier to do with the old rules. Enemies had to burn an action if they ever wanted to escape, and things like Expertise let to a much higher escape DC - especially because monsters were rarely given Athletics or Acrobatics proficiencies.
Now grapplers have to devote action economy to keeping the target held down, and while the target might have disadvantage on some attacks, they still have the ability to escape without digging into their own action economy.
How so? You only need to use an attack to grapple the target, no action needed to maintain the grapple. Unless you mean slowed condition.
Goblins will super dangerous, just all go for grapples and like children attacking an adult all latch onto a limb... that now lives in my head rent free.
Then again, each grappling goblin is slowed (attacks against slowed targets have advantage), so your other party members cal peel them off you easily.
That just sounds even funnier as the party members try to peel off or dispatch the goblins piled onto the barbarian or somerhing.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Like monkeys picking fleas off each other. But this whole scenario assumes that barbarian won't pass multiple strength saves, which is unlikely. A scrawny wizard, though...
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See the title, that basically sums up the question.
(this is for new One D&D playtest rules)
Correct. Working as intended. If you're being dogpiled, you're gonna have a rough time acting effectively.
Please do not contact or message me.
Sure, but that seems reasonable to me. Its got to be pretty hard to swing a sword when one person is grabbing you, two it would be darn near impossible. Heck I'd of been fine if they said with the first grapple only light weapons can be used without disadvantage against the person grappling you.
This is a problem. The bigger issue we ran into is that if you're fighting something that should be a decently tough boss, it's very easy to lock them down and they can never get away, especially if you get a couple characters grappling. (The free attempt to escape coming at the end of the turn means at least 2 more grapple attempts per attacker before they can try to get away -- barring magic. If they're a level-appropriate target, they're going to get hit by at least one.)
This felt way easier to do with the old rules. Enemies had to burn an action if they ever wanted to escape, and things like Expertise let to a much higher escape DC - especially because monsters were rarely given Athletics or Acrobatics proficiencies.
Now grapplers have to devote action economy to keeping the target held down, and while the target might have disadvantage on some attacks, they still have the ability to escape without digging into their own action economy.
An issue is that the save vs grapple is now at the end of the grappled creatures turn. So no chance to move away.
Their opponent will simply be able to grapple again (assuming they hit of course).
So while not impossible to get away, escaping requires your opponent to miss rather than something you actively do. So it feels like this is taking power away from the person being grappled.
Maybe if the rule said "...if you escape the grapple at the end of your turn, and you have movement available, you may move up to half your speed as part of the escape"
Goblins will super dangerous, just all go for grapples and like children attacking an adult all latch onto a limb... that now lives in my head rent free.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
In most cases what does that solve. 5e d&d is hostile towards getting away mechanically. So lets say you make your save and then move 20 feet away, the people grappling you now move 20 feet and grapple you again. There will be specific circumstances where they move to behind a line that its hard to follow to but most often it does nothing as its just too easy to keep on someone.
I generally consider that a good thing but it does make me think there should maybe be a sort of partial grapple state where maybe you are only considered to be in difficult terrain and not speed 0. would a 10 strength 40 pound halfling really root a 250 pound 20 strength orc.
Maybe have 3 tiers, held, grappled, restrained. A straight attack roll gets you held, a second attack roll gets you to grappled, 3rd to restrained. A single attack roll at -5 brings you right to grappled, one at -10 to restrained. Put disadvantage on rolls against targets one size category larger than you to establish a grapple or restrain conditions. Keep can't grapple/restrain on 2 sizes larger without a feat or something, put no size restriction on getting to held.
Part of the size restriction point is for flying creatures etc. there is no really good mechanic or mechanic at all for a fighter to like grab on, not knock them down to 0 speed but just freaking hang on while they beat the roc to death. If you had a held condition, that would solve it, it could impose difficult terrain if the creature holding you is within one size, drop your speed to 0 if it is 2 sizes bigger, not impede movement if two sizes smaller.
How so? You only need to use an attack to grapple the target, no action needed to maintain the grapple. Unless you mean slowed condition.
Then again, each grappling goblin is slowed (attacks against slowed targets have advantage), so your other party members cal peel them off you easily.
That just sounds even funnier as the party members try to peel off or dispatch the goblins piled onto the barbarian or somerhing.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Like monkeys picking fleas off each other. But this whole scenario assumes that barbarian won't pass multiple strength saves, which is unlikely. A scrawny wizard, though...