SP showed me a nice site that had grappling rules which he considered more interesting than C&C's. Grappling is not monk-only, though a monk (especially a former-barbarian-turned-monk) has a couple of advantages. Still, anyone can enjoy these rules, so SP asked me to sticky what we discussed:
Choke/Submission
Purpose: Make opponent pass out. / Temporarily disable a limb.
Roll: Grapple check*
*For non-monks, a grapple check is the same roll as a STR check.
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent must make a CON save to prevent the effect of the grappling technique. If the opponent has a CON bonus, he gets that many additional turns to resist until he needs to make a CON save.
Any disruption to the hold frees the opponent.
Slam/Throw
Purpose: Damage and temporarily immobilize a grappled opponent (or two).
Rolls:
SLAM - Grapple check; unarmed damage
THROW - Grapple check; STR check; unarmed damage
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent is damaged, landing next to the grappler if slammed or away from the grappler if thrown. He is stunned for 1 turn from the slam/throw unless he makes a CON save.
If the opponent is thrown at another opponent, both take damage (halved) and both may be stunned for 1 turn.
Also, since there's precedent, a TOSS can be done with just a grapple check—that's a non-damaging throw.
Restraint/Pin
Purpose: Hold an opponent so he can be hit and can't hit back.
Rolls:
RESTRAINT - Grapple check
PIN ATTACK - Grapple check; (hit; unarmed damage)
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent is held in place or pinned. If restrained, the grappler's ally can hit her opponent until he is able to escape from the grappler's hold.
If pinned, the grappler rolls hit/damage to attack her opponent until he is able to escape from her pin.
And…
The above is based on the rules seen on this page—everything from "Grappling Consequences" to "If You're Pinned…"
So if you want to know how to, for example, grab a fish demon and toss him into the fire that's 4 squares away, the rule can be found on the linked page. (Half movement for moving while grappling + throw distance as seen above.)
Choke/Submission
Purpose: Make opponent pass out. / Temporarily disable a limb.
Roll: Grapple check*
*For non-monks, a grapple check is the same roll as a STR check.
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent must make a CON save to prevent the effect of the grappling technique. If the opponent has a CON bonus, he gets that many additional turns to resist until he needs to make a CON save.
Any disruption to the hold frees the opponent.
Slam/Throw
Purpose: Damage and temporarily immobilize a grappled opponent (or two).
Rolls:
SLAM - Grapple check; unarmed damage
THROW - Grapple check; STR check; unarmed damage
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent is damaged, landing next to the grappler if slammed or away from the grappler if thrown. He is stunned for 1 turn from the slam/throw unless he makes a CON save.
If the opponent is thrown at another opponent, both take damage (halved) and both may be stunned for 1 turn.
Also, since there's precedent, a TOSS can be done with just a grapple check—that's a non-damaging throw.
Restraint/Pin
Purpose: Hold an opponent so he can be hit and can't hit back.
Rolls:
RESTRAINT - Grapple check
PIN ATTACK - Grapple check; (hit; unarmed damage)
Opponent must make a STR/DEX check to overpower/evade. If grappled, the opponent is held in place or pinned. If restrained, the grappler's ally can hit her opponent until he is able to escape from the grappler's hold.
If pinned, the grappler rolls hit/damage to attack her opponent until he is able to escape from her pin.
And…
The above is based on the rules seen on this page—everything from "Grappling Consequences" to "If You're Pinned…"
So if you want to know how to, for example, grab a fish demon and toss him into the fire that's 4 squares away, the rule can be found on the linked page. (Half movement for moving while grappling + throw distance as seen above.)
Valar Lord
Master