Apologies to the few people who downloaded the last version. It will still work if you hadn't recently updated the Grappling Framework, but it didn't include the update to the free hand check so was incompatible with the current version of the Grappling Framework.
yeah, i can't seem to replicate it. i thought i did for a second when i downloaded from nexus to make sure there wasn't an upload issue, but that was just me forgetting to replace the .pak when switching between versions.
i imagine it's that RAW Tavern Brawler does nothing little for monks, but idk. i normally wouldn't bother with an alternate version of a mod because maintaining that is a pain, but there's really nothing left to do with this one, so...
But since you would be getting it with Martial Arts: Deft Strikes, it makes Tavern Brawler not necessary to take unless playing unarmed barbarian. That's the idea of this feat?
The file archive should be accessible for this mod, but also anything that's missing from this mod is in the grappling framework now, so that should work to fix your save as well.
Is there a way you can limit the grappling to just one class, preferably the monk class? I am also using improvedAI but holding off on this because i dont want that accessed by any and everyone.
Do you want to make the Grappler Feat to go along with the set to give advantage:
Grappler
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
I agree that LS interpretation of tavern brawler is OP but it's also a hell of a lot more fun and better then RAW tavern brawler. Good mod but honestly RAW tavern brawler is not worth a spending one of you 3 feats / Asi on not even in the table top.
True. Only people who don't want to use Tavern Brawler would be interested in this I think. A more interesting mod would balance the feat (towards the likes of GWM, Sharpshooter, Savage Attacker) rather than offering an underpowered RP alternative to Larian's brokenly OP mess.
My suggestion:
Increase your Strength or Constitution by 1, to a maximum of 20.
+1d4 damage with unarmed, improvised weapons and throwing attacks.
Somewhat lower strength requirement for throwing an enemy/item.
@seraphael There's nothing stopping you from making that mod, but I'm not sure why you'd make that suggestion here, where the goal of the mod is to reproduce RAW for people who want that. I agree that Tavern Brawler is a weak feat, but I made this mod for people who want RAW and to experiment with making grappling work.
@seraphael Personally I love how drkekyll brought a tabletop version of Tavern Brawler to the game. If you're looking for something closer to what you have in mind, then check out my mod:
https://www.nexusmods.com/baldursgate3/mods/1267
Glad that between these two mods, most players will have a way to better utilize the feat 🙂.
@drkekyll I hope you don't mind, I linked your mod and username in my mod's description as an alternative for players to try out. It's only fair since I posted my link in your comments lol. Really should've asked before posting, my apologies.
Very cool, I have to try that out. We're usually playing with one extra feat at level 2 for "underpowered" or roleplay feats, so it's awesome that this isn't as overpowered as the normal tavern brawler.
That last bit in the description about being able to grapple your own teammate after punching them brings up a good point.. picture this:
The party finishes a huge fight and your companions walk towards you to regroup, but Asterion wanders straight into the cloud of blades you cast a few turns ago and begins taking damage.
you: “Asterion you fucking idiot why do you keep doing this?? Get out of there! We’re almost out of camp supplies!“
Asterion: *stares blankly* “what was that darling?”
you: *completely loses it, punches Asterion and grabs him by an ankle* “OMG I’ll MOVE YOU MYSELF “
Hopefully what I added to the main description helps, but I didn't implement a base grappling spell for everyone. Though, the mechanic is in the mod if someone wanted to reference it (and indeed I've been talking to some of the people working on Zerd's RAW so that could hopefully be added with as few compatibility issues as possible).
But yeah, you get a temporary spell when you hit with an unarmed attack. If you succeed at the contested check, you grapple the target (their speed becomes 0) and can move them around. The temporary spell to carry them around doesn't require another check like it would to throw or shove them. It also takes an action to attempt to break the grapple, so every turn the NPC will decide whether or not to spend its action attempting to break the grapple or just deal with it and do something else.
In theory, you could make a grappled enemy prone and they wouldn't be able to stand up, so you'd have consistent Advantage within 5 ft. But I seem to recall some weirdness with Larian's implementation of prone.
Mod author pretty much covered the essentials on what grappling is, but for a little more clarity:
Grappling in 5e is a special kind of attack. It functions just like Shove, except instead of pushing them away or knocking them Prone (BG3 shove only pushes them, but w/e it's also a bonus action when it's supposed to just replace your main attack, lets not get into those details), you "grab" them instead. Obviously, you need a free hand, so if you sword and board, you can't grapple, and if you use a two-handed weapon (not versatile), then you wont be able to attack *with that weapon* but you can still like, punch or headbutt them or stab em with a dagger or w/e. Them being grabbed means that their movement speed becomes 0, and they can't *gain* movement speed unless they break free of the grab. You can drag them around, but you can only go half as far as you normally could (your movement speed is halved while grabbing them). To break free, they have to repeat the grapple check, but it does cost them their action, so they wouldn't be able to also attack you unless they were dual wielding, or cast spells unless it's a bonus action spell, or if they were hasted or had action surge.
Technically, the only negative affect it has on the enemy is that they can't use their movement speed for anything. Which doesn't sound like a whole lot. However, grappling in table-top (and it would be the same in BG3 as well) is actually *very* strong when paired with other things. For example, a fighter could knock someone prone, then grapple them (or vice versa). That fighter (and everyone else around them) can now get advantage on the enemy since they're prone, *and* the enemy *CANNOT* stand up because standing up uses movement... which they have 0 of while grappled. So they HAVE to waste an action or teleporting spell (or pushing spell like thunderwave) to try and get out so that they can stop having advantage against them. Or, when paired with a spellcaster, the fighter can grapple someone so that they can't leave their spot, and then the spellcaster can cast something like cloud of daggers or Wall of Fire or Moonbeam, etc etc and the enemy will be stuck in it until they break free of the grapple, just eating damage for free.
Having it in the game would make a lot of tactics, spells, and more a lot more viable without spending extra resources (like, don't have to paralyze someone first and have someone else put cloud of daggers on them, could just have Karlach grab em then just cast the spell; half the spell slots used as before).
34 comments
normaloverride version.edit: they both seem to work fine for me.
here's what I'm seeing
https://ibb.co/r0Vb3kT
the cursor is gone from taking a snapshot but its over the mug, it's doing the same thing on both versions
nothinglittle for monks, but idk. i normally wouldn't bother with an alternate version of a mod because maintaining that is a pain, but there's really nothing left to do with this one, so...I am also using improvedAI but holding off on this because i dont want that accessed by any and everyone.
Grappler
Tomorrow... tomorrow.
Good mod but honestly RAW tavern brawler is not worth a spending one of you 3 feats / Asi on not even in the table top.
My suggestion:
https://www.nexusmods.com/baldursgate3/mods/1267
Glad that between these two mods, most players will have a way to better utilize the feat 🙂.
The party finishes a huge fight and your companions walk towards you to regroup, but Asterion wanders straight into the cloud of blades you cast a few turns ago and begins taking damage.
you: “Asterion you fucking idiot why do you keep doing this?? Get out of there! We’re almost out of camp supplies!“
Asterion: *stares blankly* “what was that darling?”
you: *completely loses it, punches Asterion and grabs him by an ankle* “OMG I’ll MOVE YOU MYSELF “
But yeah, you get a temporary spell when you hit with an unarmed attack. If you succeed at the contested check, you grapple the target (their speed becomes 0) and can move them around. The temporary spell to carry them around doesn't require another check like it would to throw or shove them. It also takes an action to attempt to break the grapple, so every turn the NPC will decide whether or not to spend its action attempting to break the grapple or just deal with it and do something else.
In theory, you could make a grappled enemy prone and they wouldn't be able to stand up, so you'd have consistent Advantage within 5 ft. But I seem to recall some weirdness with Larian's implementation of prone.
Grappling in 5e is a special kind of attack. It functions just like Shove, except instead of pushing them away or knocking them Prone (BG3 shove only pushes them, but w/e it's also a bonus action when it's supposed to just replace your main attack, lets not get into those details), you "grab" them instead. Obviously, you need a free hand, so if you sword and board, you can't grapple, and if you use a two-handed weapon (not versatile), then you wont be able to attack *with that weapon* but you can still like, punch or headbutt them or stab em with a dagger or w/e. Them being grabbed means that their movement speed becomes 0, and they can't *gain* movement speed unless they break free of the grab. You can drag them around, but you can only go half as far as you normally could (your movement speed is halved while grabbing them). To break free, they have to repeat the grapple check, but it does cost them their action, so they wouldn't be able to also attack you unless they were dual wielding, or cast spells unless it's a bonus action spell, or if they were hasted or had action surge.
Technically, the only negative affect it has on the enemy is that they can't use their movement speed for anything. Which doesn't sound like a whole lot. However, grappling in table-top (and it would be the same in BG3 as well) is actually *very* strong when paired with other things. For example, a fighter could knock someone prone, then grapple them (or vice versa). That fighter (and everyone else around them) can now get advantage on the enemy since they're prone, *and* the enemy *CANNOT* stand up because standing up uses movement... which they have 0 of while grappled. So they HAVE to waste an action or teleporting spell (or pushing spell like thunderwave) to try and get out so that they can stop having advantage against them. Or, when paired with a spellcaster, the fighter can grapple someone so that they can't leave their spot, and then the spellcaster can cast something like cloud of daggers or Wall of Fire or Moonbeam, etc etc and the enemy will be stuck in it until they break free of the grapple, just eating damage for free.
Having it in the game would make a lot of tactics, spells, and more a lot more viable without spending extra resources (like, don't have to paralyze someone first and have someone else put cloud of daggers on them, could just have Karlach grab em then just cast the spell; half the spell slots used as before).