Grab
Characters can grab weapons or important items away from their opponents. If
the character wants to grab his opponent directly, he should consider it a
wrestling attack and resolve it as unarmed combat; see Chapter Five. A character has to have a hand free to grab; if both hands are full, he’s
got to drop something in order to attempt the grab. (Two-handed weapons can be
held in just one hand, but the character can’t attack this way.) The attacker
must announce the grab attempt before he makes his attack roll.
Trying to grab an enemy’s possessions while he threatens you is a bad idea;
the defender receives an immediate attack of opportunity against the grabber.
Generally, the grab attempt works the same way a disarm attempt does. The
character attempting to grab an item must make an opposed roll against AC 0 while
the intended victim rolls against AC 4. The DM may assign certain penalties to
the character attempting the grab, depending on circumstances; grabbing a tiny
ring on someone’s finger might incur a –8 penalty to the target Armor Class for
the grabbing character. If the opposed roll results in a tie, the item may be
dropped or broken at the DM’s discretion.
For example, Euserio the Bold is behind the evil wizard Warjo and decides to
grab Warjo’s wand of lightning. There’s no attack of opportunity, since the hero
wasn’t threatened by Warjo. The DM rules that there is no penalty to Euserio’s
attempt, since Warjo has the wand in his hand and isn’t paying Euserio any
attention. Euserio and Warjo make the opposed roll, Euserio against AC 0, Warjo
against AC 4. Euserio’s THAC0 is a 16, while poor Warjo’s is still a 20. Euserio
scores a hit with a roll of 18, while Warjo rolls a 12 and misses, so Euserio
gets his hands on the wand.
Once the grabbing character succeeds in grasping the item, the opponents must
wrestle for control of it using opposed Strength checks. If a character only
grabs (or was originally holding) the item with one hand, then his Strength is
reduced by 3 points.
Continuing our example, Euserio and Warjo now struggle for control of the
wand, making opposing Strength checks. Euserio’s 17 Strength is reduced to an
effective 14 because he only got one hand on the wand, and Warjo’s 13 becomes a 10.
Euserio makes his Strength check with a 6, but Warjo rolls a 9 and wins,
jerking the wand away! Wonder what he’ll do with it next round?
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