I actually enjoy debating theory (which includes even simple things like game mechanics), in addition to designing rules for games (J can attest to that). That being said...
Even the guy who wrote the
The Grappler's Manual put it this way, in the second paragraph in the section under '
Why Grappling' (direct quote here, and the math most definitely backs it up):
"Why grapple? Easy; Grappling is mechanically unfair."
Sidenote: His guide has one thing
very backwards, and that is that you get your opponent prone
before the grapple attempt (more on that below)
Very rarely do I find a game where the rules all make sense (they are, after all, just written by people). Which is why the best 'rule' ever found in a gaming book was in the original Dungeon Master's
Guide (loose quote): "Everything in these 'rule books' (DM's
Guide, Player's
Handbook, etc) are just
guidelines-- if they don't work for you, throw them out or change them." At the same time, I can, to a lesser extent, appreciate the "Fuck it, who cares, let's just play the game" approach. They both have their value, depending.
However, the latter approach has the potential down the road to enter that situation where the broken gaming mechanic is happening in front of the gaming group's eyes, and it is painfully obvious, and breaks the 'belief' and immersion in the game, which is why, in general, game makers try their damndest to have the rules make sense, so that the narrative and action in the game is believable (relative to the setting/game). When things don't make sense the effect inherently connects to the rest of the game.
Although sometimes games have to be pushed out the door and start being sold... maybe that's what happened with grapple-- "Bob, we don't have time to talk about this anymore, deadlines and all. I don't care if it doesn't make sense. Screw it. We can fix it later. It's D&D 5e so they'll buy it anyway."
Constablebrew says:
They don't have any special advantage nor disadvantage against the grappler, so the guy laying on the ground can tend to do quite a lot of damage to the grappler.
The guy prone on the ground is very much at a Disadvantage, while the standing grappler is at an Advantage. It's the whole point and focus of the Grappler build.
The formula for the grappler is simple:
(1) put opponent on ground (shield bash bonus action is an expedient way to do so, not to mention boosting the grappler's AC while the grappler ignores AC via grapple). This is the part where the author of the Grappler's Manual got it wrong. Put them on the ground
first, then...
(2) grapple, immobilizing them in the prone position (with Advantage on the roll now because
grapple is an attack and the defender is already prone)
(3) use additional attacks (depending on level) to attack defender with Advantage on the dice because they are prone.
(4) Rinse and repeat as necessary.
The beauty of this method (which is not salient now at our low level, due to only having one attack) is that the higher level the Grappler gets, giving them more attacks, the greater the benefits to this method, as the prone/grappled character has to use all of their attacks (no matter what level) to try and escape advantage/disadvantage prone hell, or simply allow the grappler to keep Advantage while they keep on fighting from the ground with Disadvantage. Besides the fact that grapple ignores combat mechanics completely (AC, Maneuvers, class abilities, some feats, everything), this is the big flaw:
one attack to grapple an opponent, all attacks to try and escape. Even when J first had the Bull try to escape Qiu's grapple, he used one attack to do so because instinctively it probably made more sense, so it was reflexive to write the Bull's actions that way.
At some point one has to wonder if the prone guy is just better off staying prone and fighting at a Disadvantage, instead of potentially forfeiting all of their attacks to try and escape at a 50% chance. And this is where you start to realize the mechanics around grapple are broken, because there is really no good choice in this situation.
Constablebrew says:
There is also the consideration that AC is pretty abstract but the armor one wears shouldn't protect against grappling. The designers had to choose between using AC as it is, introducing an unarmored AC, or using the contested skill check. It's a tough call, but I think they made the right choice in the spirit of simplicity.
Even the slowest D&D player would be able to grasp "armor doesn't count for AC when grappling." And if they couldn't grasp it... well, I'm sure at least one of the guys at the table could explain it, or simply say: "this is what they need to hit." Just like every other combat mechanic (e.g., Maneuvers), use the 'to hit' for the grapple to connect and then apply a DEX or STR save. Simple. Or use 'to hit' and
then introduce the contested skill checks, similar to a saving throw. But eliminating the entire combat mechanics as they apply to AC... bad call.
Sometimes rules can be overly simplistic, like shields are in standard 5e D&D-- +2 AC no matter what size, and no extra benefits vs ranged attacks? It's why I suggested the shield house rules changes to J for Dark Thrones, along with the idea for Combat Proficiency-- shouldn't characters be able to fight with a focus on defense? Rules are written by people, and just because they wrote the book that sells in digital and print format doesn't mean it can't be done better. Hell, for all we know the 5e team might admit to the brokenness of the grappling mechanic and fix it sometime down the road. Dig around a little and it's universally accepted as broken, just not officially.
Yet.
Constablebrew says:
Still... grabbing hold of some guy whirling a sword around at you seems like a dangerous thing to do and maybe isn't simulated by the rules all that well.[/color]
It most definitely isn't simulated by the rules all that well. Not even close. Just like the guy said: "Why grapple? Easy; Grappling is mechanically unfair."