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`"Grappled"` condition seems slightly off.

Open dolio opened this issue 4 years ago • 1 comments

As part of trying to implement Black Tentacles, I've been messing around with the "Grappled" condition. since the slimmed down version is good enough for that spell. However, some of the penalties it gives seem incorrect.

Specifically, it seems to give a +4 bonus for opponents to hit a grappled target---saying they are "Helpless"---instead of denying the target's dexterity/dodge AC. This has some of the same consequences, like enabling sneak attack, but are potentially numerically different, and do differ in other ways.

Coup-de-grace does not work, so not all the consequences of helplessness are being applied by this condition. However d20_query(Q_Helpless) does return true. The actual +4 bonus to hit against helpless targets is similar to the bonus for attacking a pinned target (also part of grappling), but in that scenario, the target should still be denied dex/dodge bonuses to AC. Being grappled isn't the same as being pinned.

Unfortunately, I can't even find the definition of this condition to suggest a fix. There seems to be no CondStruct for it in the original code nor in TemplePlus. Maybe I'm just missing something, though.

dolio avatar Jun 05 '21 16:06 dolio

I looked through the omitted Grappled condition, and the only other discrepancy I saw is that it disables spellcasting. Technically this isn't quite right, but it it'd be a lot more involved to fix:

  • Spells with somatic components should be totally disallowed.
  • Spells with only verbal components should require a DC (20 + spell level) concentration check.
  • I think accessing material components would also involve a grapple check, but those aren't really tracked.

Fixing this aspect is probably not a big deal, although Dimension Door is an example of a spell that you could cast to escape grappling.

dolio avatar Jun 13 '21 15:06 dolio