Grappling Rules:
Remove all brawling skills.
Replace Grappling rules with the following “Grab” and “Hold” rules. The Grab and Hold should be considered one action, and that action can have three results:
• Opponent free (Grab failed)
• Opponent partially held (Grab succeeded, Hold failed)
• Opponent held (Grab and Hold succeeded)
Grab
Standard to-hit roll, defender’s armor does not count towards AC (dex only). Attacker must have both hands free, attempting to grab with only one hand imposes a -2 penalty to grab (and, if successful, a 20% penalty to Hold)
Hold
(same rules as Disarm)
To hold an opponent, a character must first do a successful grab. He then has a base 40% with each differential in level modifying the chance by 5%. For each point of difference in Str-Dex average, the roll is modified by 5%. A failed Hold means the target is partially held, see below. (Note: If the opponent is 200lbs heavier and 2 feet or more taller, a successful Hold would still be considered a Partial Hold.)
While held:
• Neither combatants add their dex bonus to AC for any attacks by a third party.
• Held spellcasters can only cast Fast spells with no spell components.
• Holder may (his discretion) do 1d2+STR bonus points of subdual damage per round to the held person automatically.
• Held characters do not drop their weapon, and may use it to get free (see below)
Partial Hold:
If the character makes a successful Grab, but fails the Hold, then he has his opponent in a Partial Hold. That is, he has grasped his opponent but not restrained him.
While partially held:
• Holder may attempt to put the held in a full Hold on his next action (No Grab roll required, 25% bonus to Hold roll. Failure continues the Partial Hold)
• Held character is at a -4 penalty (or -20% as appropriate) to all actions, excluding attacking the holder.
Break out of a hold
(opponent’s turn for a Disarm)
To break a hold a character has a base 40% with each differential in level modifying the chance by 5%. For each point of difference in Str-Dex average, the roll is modified by 5%. If the opponent is 200lbs heavier and 2 feet or more taller, the Hold cannot be broken. (Note: the attacker may drop the hold at any time)
Alternatively, the held character may attempt to break the hold by injuring the holder with a kick, head-butt, weapon in hand, etc. The held character must make a standard attack roll with a -4 penalty (holder does not get his dex modifier to AC). If the attacker is successful, the holder may release his grip in reaction to the pain. The percentage is (5% x Evasion point damage)+(15% x Hit point damage) (Note: this percentage chance also applies if the holder is injured by a third party)