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drkekyll

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drkekyll

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About this mod

Grappling framework for modders to utilize.
Also adds a Grappling spell to common player actions.

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Changelogs
NOTE: Because the actual check is handled in SE, the success chance will always show 0% in the spell preview. I'm still looking into ways around this, but you can safely ignore the success chance shown for all grapple spells.


Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use automatically uses the higher of the two). If you succeed, you subject the target to the grappled condition (see below). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple: A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Shoving a Grappled Creature: When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Minor differences from RAW: Your speed is reduced (by 33%) while grappling regardless of the target's size (or number of grappled targets). Also, grappling an ally doesn't require a check, but ends automatically when their turn starts. This allows you to use part of your attack action to move an ally.


Grappled

A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. The condition ends if the grappler is incapacitated. The condition also ends if an effect removes the grappled creature from the reach of the grappler, such as when a creature is hurled away by the thunderwave spell.

I eventually plan to expand the logic for how NPCs decide whether or not to try to break your grapple, but there are a lot of AI Templates and the information I can pull to make the decision is limited at the moment.


A Note on Pinning (enabled by the Grappler feat): Technically, RAW, you both have the same restrained condition and pinning is kind of a trap for anyone actually interested in grappling unless they can also force reflex saves. In this mod, the pinned target cannot benefit from the grappler's restrained condition. So, they attack the grappler with disadvantage (due to their own restrained condition) and are attacked by the grappler normally (or with advantage from the Grappler feat). On the flip side, Larian coded restrained to ground the target (meaning they can't be moved). I removed that from the grappler's version. So, while you are pinning a target, they are stuck and can't be forced to move. You, however, can be forced off the pinned target. Ideally, this makes pinning someone slightly better in a one on one, but retains the danger of attempting to do so when surrounded by other hostile targets.



Check Out These Mods That Utilize The Framework:

Path of the Battlerager - Barbarian Subclass by Sumradagnoth
Vampire Class by Yoesph





Installation Instructions
I recommend installing with BG3 Mod Manager which can also install Script Extender (which is required) for you. However, in case of manual installation:

            <node id="Module">
              <attribute id="UUID" value="239127c3-1efe-493d-85d3-8518c8d8819b" type="FixedString" />
            </node>

            <node id="ModuleShortDesc">
              <attribute id="Folder" value="GrapplingFramework" type="LSString" />
              <attribute id="MD5" value="" type="LSString" />
              <attribute id="Name" value="Dr. Kekyll's Grappling Framework" type="LSString" />
              <attribute id="UUID" value="239127c3-1efe-493d-85d3-8518c8d8819b" type="FixedString" />
              <attribute id="Version64" value="36310271995674627" type="int64" />
            </node>


Fellow Mod Creators

_DrKGrapple    -- In a spell name, flags the spell to make a grapple check against hostile targets but
  automatically succeed against friendly ones.
_DrKGrappleNF  -- In a spell name, flags the spell to make a grapple check regardless of relationship to the
  target.
FreeHandCheck(entity)  -- Checks the entity (default: Source) for a free hand. Place in RequirementConditions.
GrappleBonus(value[, context]) -- Adds the value (integer or XdY) to rolls of the specified context (offense/defense/general).
  Place in Boosts line of a Passive or a Status. e.g. data "Boosts" "GrappleBonus(1d4, offense)"
  WARNING: This boost ignores StatsFunctorContexts and conditionals. Also, bonuses applied to the
  roller via this boost reduce the DC instead of increasing the roll due to engine limitations.

New Tags:
GRAPPLE_ADV   -- Tag a character for advantage on all grapple checks.
GRAPPLE_DISADV-- Tag a character for disadvantage on all grapple checks.
GRAPPLED_ADV  -- Tag a character for advantage on checks to avoid being grappled or to escape a grapple.
GRAPPLED_DISADV   -- Tag a character for disadvantage on checks to avoid being grappled or to escape a grapple.
GRAPPLING_ADV -- Tag a character for advantage on checks to initiate or maintain a grapple.
GRAPPLING_DISADV  -- Tag a character for disadvantage on checks to initiate or maintain a grapple.
  翻译: