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5th Edition Vague Grab Rules


mattrubes

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Hey all, I'm playing in a 5th edition campaign where the "grab" or "martial grab" combat maneuver has become the norm for many characters.  The 5E rules on grabbing are pretty vague on whether or not a grabbed character is able to move.  There is a mention of using movement to break a grab (2" movement = 1 pt STR), but there's not much detail beyond that.  So we're trying to iron out whether or not a grabbed character can move via running, leaping or flight and drag the grabber with them.  Does the grabbed character have to break free of the grab before they can move?  If they have sufficient strength to lift a person are they able to move and drag the grabber along for the ride?  Does clinging come into play somehow?  Any input from the collective would be appreciated.

Edited by mattrubes
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My answer: It depends.  Crappy answer but here's why.

 

When grabbing, you get the choice to grab two limbs.  This doesn't take into account Extra Limbs, so people with Extra Limbs might be able to grab more limbs.  A limb in HERO is either arms, legs, or neck(s).  On a normal human, grabbing both legs means they won't be able to move via running or leaping as the limb is immobilized by the grabber.  But then, the grabbed has their arms free to use Accessible focii.  Grabbing their arms, the grabbed has the option to use their legs to kick or move.  The next thing the GM needs to consider is whether the grabbed can lift the character.  In Champions, it doesn't matter too much as most superheroes can lift 200-400kg (15-20Str) quite easily using casual strength.  If they don't have the strength to casually lift, they might be dragging the attacker if they have enough strength to only dead lift them (full strength).  If the attacker doesn't want to move, they can either release their grab or do a strength vs. strength to prevent being moved.  The GM might assign a penalty if the grabbed is dragging the attacker on the grabbed's strength roll.  Or the attacker can just release the hold at any point while being dragged.  If the grabbed wins, generally the grabbed can move up to their normal movement but the GM might limit this if they thing this is reasonable (to say half or even quarter or possibly by an amount won by a strength roll).  Note the grabber has the option at any time to release their grab.  They do not have to abort or ready a save to do it.  Grabbing someone is advantageous to the grabber not the grabbed.

 

In any case, it's seldom done in Hero, as the strength roll necessary to drag the attacker is usually the same one to break free of a grab.

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I was going to say that default if you are grabbed you can’t move. This is because in other ways grabs works as Entangle which by default you can’t move. Now that being said, I can see though where a grab doesn’t necessarily stop you. For a example the small guy has big guy in choke hold (a type of grab) and big guy staggers about the floor to either he succumbs to the choke hold or he slams small guy till he falls off. So SFX is important and a Strength to see if you can move also seems to be a good choice.

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 Like a lot of things in the Hero system it is going to depend on special effect.   If the movement has an accessible focus limitation a grab will usually prevent it from being used.  Running and leaping usually involve the use of the characters legs so a grab can often prevent those from being used by simply lifting up the character of the ground.   That is assuming the character is strong enough to lift the character.  Flight with the right special effect may allow a character to move while grabbed.  

 

If the character is trying to use his movement to escape the grab I would not allow him to move without breaking the grab.  You either get the bonus to STR to break the grab, or you can try and move while grabbed but not both.   

 

If the grabber has clinging the character in the grab will need to be able to beat the STR of the clinging in a STR vs clinging (STR) in order to move.   

Often this is going to be a GM’s call.
 

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