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| Tazzelrik04-22-08, 09:17 PM | So I have some bad guys that want to capture one of the PCs. In a pair of nets and drag the pc to their stonghold kicking and screaming. Here are my many issues with the tactic. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows : What happens when the person controlling the rope moves? Is the Capture PC force to move as well? Is there an opposed strength check? if so, do we apply it before the move? What if the person controlling the rope take a Run action? Can I drag the pc the full distance of the run? Two Bad guys will be controlling a large man catcher net. is the stardard +2 assit to the roll enough? if the pc can't escape does he take damage for being dragged? How much? Ahhh! Please add your 2cents! SRD Net Text --- Net A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so. |
| tos_shai_hulud04-22-08, 09:52 PM | It is really up to you. This seems like something that should be in house rules, but what I would do is simplify the whole thing. If you want him to have a chance to escape, I would set a DC for a strength check (perhaps the break DC of the net). Each time he fails a check, he takes some amount of nonlethal damage (until he passes out). Rather than having a roll-a-thon, you simply have him roll to break the net. Either he will break free or he won't and he will be at the stronghold eventually. Complicating it with tons of rolls the whole way to the stronghold seems like such a waste of time. Alternatively, if you don't want him to escape, make it a plot device. Have him make as many rolls as you feel are appropriate and make as many of them fail as are needed to make things work out the way you want. It gives the appearance that he has a chance to succeed when in reality, there is none. This can be accomplished by setting the DCs higher than he is capable, or having the NPCs simply sap him unconscious if you allow him to break free. In reality, you don't need to allow him to make any rolls. As a plot device, you can simply say that it happens as a way of progressing the story. But again, both of these suggestions would be house rules. For specific rules, you should look into bull rush, as that is similar to what you are attempting. Grappling rules may work, as well (as some of the Rules of the Game suggestions show how to move someone with grapple checks). |
| Tazzelrik04-23-08, 06:28 PM | i think it would be a matter of opposing strength roll if he wins then he can hold is ground if failed then he is drag for whatever distance the NPC can move him. |
| tos_shai_hulud04-23-08, 06:34 PM | i think it would be a matter of opposing strength roll if he wins then he can hold is ground if failed then he is drag for whatever distance the NPC can move him. Sounds like a plan! |
| Lootus04-23-08, 07:36 PM | So I have some bad guys that want to capture one of the PCs. In a pair of nets and drag the pc to their stonghold kicking and screaming. Here are my many issues with the tactic. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows : What happens when the person controlling the rope moves? Is the Capture PC force to move as well? Is there an opposed strength check? if so, do we apply it before the move? Two Bad guys will be controlling a large man catcher net. is the stardard +2 assit to the roll enough? Here's how I would do it: Action DC ----------------------------------------------------------- Drag a captive Opposed Str + size modifier (standard action, provokes AoO) Drag a captive: If successful, take a single move, and if this would put you farther away from captive than rope allows, the captive is dragged along. If this forces the captive to move farther than allowed in the turn (including any movement taken during their turn), they must make a DC 10 Balance check to remain standing. (keep in mind the captive is at half speed due to being entangled) Aid Another: If another creature is also holding a rope on the captive (from the same or different net), they can use give you +2 on the opposed Strength check by succeeding on a DC 10 Strength check. Prone: -4 to resist being dragged. Stability (while standing only): +4 to resist being dragged or remain standing. What if the person controlling the rope take a Run action? Can I drag the pc the full distance of the run? I don't think this would be possible given the limitations on the Run action. if the pc can't escape does he take damage for being dragged? How much? I wouldn't think so, unless the surface is really rough (sharp rocks, thorns, etc.). |