I have come up with an alternate overbear system, and a similar system could probably be used for grappling. I haven't had much opprotunity to test it, and I'm sure there are still a few kinks in it, but I will post what I've got so far.
I originally posted this over at DF here:
www.dragonsfoot.org/forums/viewtopic.php?t=10114Please note that this system may appear rather complicated or lengthy, but rest assured that most of the complication is in the initial base value determination, after that has been determined for a particular PC or creature type everything else is rather simple.
First, each creature is assigned an "overbear value." Once determined this value will be roughly the same for all creatures of that type and will be relatively permanent (with the notable exception of PCs and NPCs). I will explain how these overbear values are calculated and assigned, but as that is the most complex and least used aspect I will explain all of that later.
When one creature tries to overbear another, simply find the difference in their overbear values. If the attacker's value is lower, the difference is a penalty; if the attacker's value is higher, the difference is a bonus.
There are certain situational modifiers, most of which are the exact same as would apply to normal combat (dexterity defensive adjustments, flank and rear attack, attacking slowed or stunned opponents, charging, etc.).
Simply roll 1d20, apply any bonuses or penalties due to difference in overbear value and situational modifiers, and consult the table below:
Die Roll | Result |
5 or less | attacker is knocked down, opponent may strike as if from the rear |
6 - 9 | avoided/bounced off, opponent may attack |
10 - 13 | opponent stumbles, no further attacks |
14 - 17 | opponent knocked to sitting/kneeing position, attack again as if from the rear |
18 or more | opponent knocked flat and stunned, attack again |
As with normal combat, if the attacker is charging then the longest weapon will strike first. This means that unless the defender has no weapon, or the attacker has some unusually long natural reach, the defender will always strike first. However, this will not stop the overbear attack unless the attacker is killed.
Once an overbear attack is resolved, unless the roll is in the 10 - 13 range, one opponent or the other will get another attack. This attack can be another overbear attempt if the other is not yet prone, a grapple attack, or a normal attack with weapons.
Situational ModifiersThese adjustments apply to the overbear value of the applicable individual.
Braced | +1 |
Encumbrance* | +1/0/-1/-2 |
Hasted | +2 |
Slowed/one leg held | -2 |
Stunned/2 legs held | -4 |
*encumbrance adjustments do not apply if character is also slowed/stunned.
Medium and large shields also add their protective value (1 + magic). Other large bashing devices may also add +1 (such as large antlers).
If two opponents are of the same size category but one out weighs the other by 50% or more (including equipment) then the heavier gets a +1 and the lighter gets a -1.
Sample Overbear ValuesFighters = 9
Clerics = 8
Monks* = 12
All other Humans = 7
All characters with classes get a +1 for levels 4 - 6, +2 for levels 7 - 9, and +3 for levels 10+
*Monks also get additional bonuses as their movement rate and AC values improve (exact values not completed yet).
Giant Ants = 4
Goblins & Kobolds = 5
Ogres = 15 - 17
Hill Giants = 17
Storm Giants = 27
Minotaurs = 18
Rhinos = 17
There are still a few quirks that need to be worked out, so comments are welcome.
Calculating Overbear ValueAgain, this is just a rough draft, changes may be needed.
Base Value by SizeTiny (under 2.5' in height/length) | 2 |
Small (2.5 - 4.5' in height/length) | 6 |
Medium (5' to 7' in height/length) | 8 |
Large (7.5' to 10.5' in height/length) | 10 |
Huge (11' or larger) | 14 |
# of Legs2 | 0 |
3 - 6 | bonus = to base |
7 or more | bonus = to 2 x base |
Base Movement (does not include encumbrance)
3" or less | penalty = to 1/2 base |
6" to 12" | 0 |
15" to 21" | bonus = to 1/2 base |
24" or more | bonus = to base |
Jumping AbilityPoor | penalty = to 1/2 base |
Normal | 0 |
Superior | bonus = to 1/2 base |
Extraordinary | bonus = to base |
Hit DiceHD has more than 8 sides | +1 |
HD has less than 8 sides | -1 |
4 - 6 HD | +1 |
6+ - 9 HD | +2 |
9+ or more HD | +3 |
Each point of strength above 14* = +1
Each +1 "to hit" adjustment* = +1
Each point of strength below 7* = -1
Each -1 "to hit" adjustment* = -1
Natural AC of 2 or less = +1
Monks = +1
*Strength is proving to be one of the hardest factors to include simply because monster strength is so inconsistant. If I use actual strength scores for monsters like ogres and giants, then this short changes other large heavy creatures. If I use strength scores for PCs but not for large humanoids, then very strong humans will have overbear values about the same as giants. For the moment, I am simply fudging strength adjustments for monsters. Of course the size and HD categories already account for creatures that are strong (or weak) due to size.
Yeah, I know, this looks very complicated, but all of the work can be done outside of game time. It certainly doesn't eat up as much time as using those DMG modifiers do.
Let's run through a couple examples for calculating the overbear value.
A 1st level fighter with a strength of 16 and a dexterity of 15:
Size is medium, so the base number is 8.
As he has only 2 legs, and normal movement and jumping ability, there are no modifiers there.
His hit dice have more than 8 sides, so he gets a +1 there.
He has 2 points of strength above 14, so he gets a total of +2 for strength.
His dexterity doesn't affect the base number, but his normal defensive adjustment for dexterity will apply toward his overbear value as it normally would for AC. This way, if dexterity is negated for some reason the creature's base value stays the same.
So his total overbear value is 8 (base) + 1 (HD) + 2 (strength) = 11.
Now let's look at a giant ant:
Size is tiny, so the base is 2.
It has 6 legs which gives a bonus of +2 (equal to the base number).
It also has a movement rate of 18", which gives a bonus of +1 (1/2 the base).
However, I
assume that ants have poor jumping ability (can't really leap up on a taller creature) so it gets a penalty of -1 (1/2 the base).
Its hit dice are normal and below 4 so no adjustment there.
Currently it is up to the DM to fudge monster strength. Personally, I wouldn't assign any penalty in this case (the value will be low anyway, and ants are supposed to be quite strong).
Total overbear value for giant ants is 2 + 2 + 1 - 1 = 4.
Finally, I will calculate the overbear value for a rhino.
Base is 10 (large creature)
4 legs = + 10
Base move = 0
Poor jumping = -5
8-9 HD = +2
Strength (fudging) = +0 OR +1 when charging (based off damage values)
Total is 10 + 10 - 5 + 2 = 17 or 18 when charging (in addition to the normal +2 for charging).