I know there was a discussion dealing with stances whilst ensnared previously in the old forums but how are spider webs themselves handled? Is a person that is ensnared able to free themselves during combat? Is it just an abstract situation that is considered to be resolved after combat?
Torches ( and blades of Gondolin for those lucky little hobbits )might have something to say here I feel, with application of combat complications trying to 'cut' yourself free during combat.
I would love to hear how other people handle this.
Webs
Re: Webs
They gain the "Grappled" condition. This causes a -2 to DEXTERITY, and they do not threaten opponents. They can make a standard action to free themselves with a Break check or a Escape Artist skill check. While grappled they can wield a one-handed weapon only. Being grappled also causes a -2 on REFLEX saves, and -2 to attack rolls. Also.....Thig wrote:I know there was a discussion dealing with stances whilst ensnared previously in the old forums but how are spider webs themselves handled? Is a person that is ensnared able to free themselves during combat? Is it just an abstract situation that is considered to be resolved after combat?
Torches ( and blades of Gondolin for those lucky little hobbits )might have something to say here I feel, with application of combat complications trying to 'cut' yourself free during combat.
I would love to hear how other people handle this.
oops wrong game.....
Lets simplify this:
Athletics TN 14 to escape. They can choose to attack, but they are considered in a DEFENSIVE stance only, but do NOT gain the benefit of their Parry score or their shield score (if any).
(This proves to make it hard for an ensnared person to hit others (Def TN 12 to hit, while simultaneously losing some defensive capabilities making them easier targets).
It's not official, but it's how I ruled it at least.
Robert
Re: Webs
They gain the "Grappled" condition. This causes a -2 to DEXTERITY, and they do not threaten opponents. They can make a standard action to free themselves with a Break check or a Escape Artist skill check. While grappled they can wield a one-handed weapon only. Being grappled also causes a -2 on REFLEX saves, and -2 to attack rolls. Also.....
oops wrong game.....
Lol I did a double take there for a moment and panicked
Lets simplify this:
Athletics TN 14 to escape. They can choose to attack, but they are considered in a DEFENSIVE stance only, but do NOT gain the benefit of their Parry score or their shield score (if any).
(This proves to make it hard for an ensnared person to hit others (Def TN 12 to hit, while simultaneously losing some defensive capabilities making them easier targets).
Ah I like that, thanks for the response, I will definately try that out.
oops wrong game.....
Lol I did a double take there for a moment and panicked
Lets simplify this:
Athletics TN 14 to escape. They can choose to attack, but they are considered in a DEFENSIVE stance only, but do NOT gain the benefit of their Parry score or their shield score (if any).
(This proves to make it hard for an ensnared person to hit others (Def TN 12 to hit, while simultaneously losing some defensive capabilities making them easier targets).
Ah I like that, thanks for the response, I will definately try that out.
Re: Webs
I would keep it very simple, and 'in-line' with the game designs:
A character trapped in webs is considered Weary, and must make a TN16 Athletics test to free themselves. During their entanglement, they are considered to be in a 'Forward' stance (TN6 to be hit), with a 'severely hindered' Complication (+4 to attack TN, for a baseTN10 to attack). Trapped characters cannot add shields to their Parry score.
A trapped character can be freed by another character by cutting the webs (3 rounds of work*) or burning them in 1 round with a torch**
*Freeing character must have a knife, dagger, or other blade weapon. Freeing character cannot do anything else for those 3 rounds--rounds need not be consecutive.
**The torch wielding character must make a TN14 athletics test to avoid burning the trapped character.
A character trapped in webs is considered Weary, and must make a TN16 Athletics test to free themselves. During their entanglement, they are considered to be in a 'Forward' stance (TN6 to be hit), with a 'severely hindered' Complication (+4 to attack TN, for a baseTN10 to attack). Trapped characters cannot add shields to their Parry score.
A trapped character can be freed by another character by cutting the webs (3 rounds of work*) or burning them in 1 round with a torch**
*Freeing character must have a knife, dagger, or other blade weapon. Freeing character cannot do anything else for those 3 rounds--rounds need not be consecutive.
**The torch wielding character must make a TN14 athletics test to avoid burning the trapped character.
Re: Webs
In addition to ThrorII's excellent response, take a look at Gareth's variant from TfW (16):
...If a [Climbing] test fails, the character gets stuck on the cobwebs and must cut their way free, which attracts the attention of the spiders – see The March of the Spiders, below. Cutting through the web requires a successful Dagger test...
...If a [Climbing] test fails, the character gets stuck on the cobwebs and must cut their way free, which attracts the attention of the spiders – see The March of the Spiders, below. Cutting through the web requires a successful Dagger test...
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