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5 months ago  ::  Jan 10, 2013 - 10:02AM #1
roobz515
Date Joined: Dec 5, 2012
Posts: 1
My paladin uses heavy armor and a heavy shield. As a result, his acrobatics check is -3 and his athletics is a measly 2. How is he ever supposed to escape a grab? Most of the monsters now have Fortitudes that would require me to roll a natural 19 or 20 to escape.
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5 months ago  ::  Jan 10, 2013 - 10:21AM #2
cro1947
Date Joined: May 24, 2012
Posts: 19
An ally can teleport you or push/pull/slid you or the monster to escape the grab.
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5 months ago  ::  Jan 10, 2013 - 10:39AM #3
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Grabs are a good way to take out a paladin if the party is not prepared for it. 

You can also push/slide the enemy away from you.

Commanding vow is probably the easiest route that is open to all paladins.  That in effect can give you an at will slide 1 with ardent strike which will end most grabs.  But there are a good number of other ways for paladins to push or slide enemies that are good for them to have anyways.
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5 months ago  ::  Jan 10, 2013 - 2:18PM #4
SwampDog
Date Joined: Jan 2, 2011
Posts: 405
Your player is not trained in those skills, meaning he gets training bonuses in other skills.   Why should he also be good at escaping grabs?    I see it as balanced and working as intended.
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5 months ago  ::  Jan 10, 2013 - 3:13PM #5
Arcane_Guyver
Date Joined: Nov 13, 2004
Posts: 1,954
Sorry roobz515, this is gonna be a learning experience. You gotta prep to avoid situations you don't want (such as being grabbed, or having no options to fight enemies beyond melee reach). Thankfully this is an easy fix, as next level (or perhaps earlier with an nice-guy DM) you can retrain a power to get a Push/Slide power or a feat to get trained in Athletics.
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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5 months ago  ::  Jan 10, 2013 - 6:38PM #6
Matyr
Date Joined: Jun 19, 2004
Posts: 2,726

Jan 10, 2013 -- 10:02AM, roobz515 wrote:

My paladin uses heavy armor and a heavy shield. As a result, his acrobatics check is -3 and his athletics is a measly 2. How is he ever supposed to escape a grab? Most of the monsters now have Fortitudes that would require me to roll a natural 19 or 20 to escape.




Easiest solution:
MC Fighter through Battle Awareness and take Athletics as your free skill.  The feat is powerful on it's own (it might actually be the single strongest non-math fix for melee, if not it is way up there) and the extra athletics to help you is basically free.

Like the others said you can do things to help you get out of grabs by either teleporting yourself or push/pull/sliding them.  One way to do this is by using a Flail as your MH weapon and then getting all the Flail Shenanigans going to toss your enemies about.  If you get grabbed you try to escape, if that doesn't work just slide that guy away from you and keep on keeping on. 

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5 months ago  ::  Jan 11, 2013 - 5:32AM #7
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,667
You get out by killing the dude.  Or you remember that you're tying him up, so he's not grabbing the wizard.

But yeah, picking up an emergency teleport (Fey Step Lacings are good) is always sensible.
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The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

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5 months ago  ::  Jan 11, 2013 - 10:04AM #8
mvincent
Date Joined: Jun 15, 2004
Posts: 8,290

Jan 10, 2013 -- 10:02AM, roobz515 wrote:

How is he ever supposed to escape a grab?


As mentioned: by killing the grabber. fwiw: defenders often want to be the one grabbed, as it frequently doesn't hinder them (i.e. they want to be adjacent to the bad guy anyway).

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5 months ago  ::  Jan 11, 2013 - 8:35PM #9
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Jan 11, 2013 -- 5:32AM, thespaceinvader wrote:

You get out by killing the dude.  Or you remember that you're tying him up, so he's not grabbing the wizard.

But yeah, picking up an emergency teleport (Fey Step Lacings are good) is always sensible.


Yeah, that would be my answer, basically the "Sergeant Shlock" answer, "Oh, goody, you made my day, I love this" followed by badly hurting the enemy many times. A daily use teleport or very hard to avoid forced move just so you can get out of it the one time it DOES prove annoying sounds quite sensible as well, and should be pretty easy to get. 4e is pretty liberal with tactiport.

That is not dead which may eternal lie
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5 months ago  ::  Jan 12, 2013 - 3:44PM #10
WhisperMagellan
Date Joined: Jun 8, 2010
Posts: 2,703
So few monsters I've run into have grab powers...

But what a brawling fighter can do with a grab is impressive.
So no, not broken. If anything, fun.
If it is a problem, get a set of those razor-bracers that do damage when you are grabbed, or daze/stun the monster so that it cannot maintain the grab. Get together with a shield fighter that can push or a controller with slide powers.

Until then, revel in the destruction.
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