Holds

To check for a hold, the combatants make an opposed attack roll vs. AC 10 (Dexterity and magical bonuses apply). Strength bonuses apply, along with the following modifiers:

· 4-point bonus or penalty per size difference of the attacker versus the defender;

· –1 for a defender normally immune to the attack;

· –2 for defenders with unusually supple bodies (snakes, eels, worms, etc.).

The attacker must win the opposed roll to achieve a hold. If the defender wins, if there is a tie, or if both rolls fail, the attacker is driven back to his original square and the grapple is broken. Both characters retain their original facings.

If the attacker wins the opposed roll, the attacker achieves a hold. The defender suffers 1d2 points of damage unless immune to the attack, and the attacker can try for a lock during his next attack. A hold lasts until the attacker frees the defender, or the defender breaks free. Grappled characters cannot move until they free themselves, and they cannot make attacks of opportunity. Checking for a hold ends the attacker’s action phase; the character cannot attack again until he would normally be eligible for a melee attack (usually the next combat round); however, the character can counter the defender’s attempts to get free (by making opposed rolls).

Strength bonuses to attack and damage rolls apply to all wrestling attacks, holds, and locks.

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