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Old 25th June 2009, 12:57 PM   #1 (permalink)
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How do you tie someone up!?

fairly straight forward question are there RAW for tying somebody up? The only thing I can find is escaping from restraints with Acrobatics.

Also are there any spells which restrain... or cage the enemy, sleep is the closest effect I could think of.

Do I need a new class for net or whip fighter... (gladiators)?
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Old 25th June 2009, 01:05 PM   #2 (permalink)
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So far in my games the closest thing to being tied up I've had was one of the characters captured by the bad guy so the rest of the party had to go save her, and when they found her she was chained to the wall.

I ruled that as Restrained (seeing how the chains were about 3 feet). The player felt chained up and nobody complained, so I figure that worked well.

I would like to add, though, that rendering the players helpless is rarely "fun" unless they're freed fast or can free themselves relatively easily. Sitting around and having to figure out what obscure plan you've detailed for them to discover to free themselves is boring and often considered railroading.
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Old 25th June 2009, 03:14 PM   #3 (permalink)
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Quote:
Originally Posted by Garthanos View Post
fairly straight forward question are there RAW for tying somebody up? The only thing I can find is escaping from restraints with Acrobatics.

Also are there any spells which restrain... or cage the enemy, sleep is the closest effect I could think of.

Do I need a new class for net or whip fighter... (gladiators)?
Easy way --> Auto Succes if in need of a simple knot
Hard way --> Int check to know a knot, Str check to make it tight
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Old 25th June 2009, 04:17 PM   #4 (permalink)
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Tell the DM "I'm going to cut 10 or so feet off of the 50 I'm carrying, and tie that guy up".
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Old 25th June 2009, 04:42 PM   #5 (permalink)
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House-rule:

Dexterity check sets the DC for any escape attempts. A character with training in Nature (from hunting), Athletics (from mountaineering), Dungeoneering (from spelunking) or with a sailing background adds +5 to his Dexterity check.
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Old 25th June 2009, 05:52 PM   #6 (permalink)
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Mahali Goblin Sharpshooter (Lvl 2)
Tying a creature up is a plot device.

The Restrained condition isn't that bad and it's up to the DM if powers can be activated while bound/gagged ect...
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Old 25th June 2009, 07:54 PM   #7 (permalink)
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The first power that come to my mind when restraining is mentioned is the the fighter 23 encounter "Cage of Chains". Boiled down, it essentially lets you attack, then if your wielding a flail, and are adjacent to the target at the end of your turn, they are restrained till the start of your next turn.
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Old 25th June 2009, 08:00 PM   #8 (permalink)
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You can use the history skill to tie people up. "We've captured you, and, as is customary ever since the beginning of adventuring, you are tied up."

Luckily you can also use history to escape. "As is traditional, there is always a sharp scrap of metal or shard of stone to rub the bonds against to break out."
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Old 25th June 2009, 09:43 PM   #9 (permalink)
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Consider making the effort to get out a skill challenge -- it could take a variety of different skills (acrobatics to wriggle free, athletics to burst free, thievery to manage to untie the knots). Then you can decide that a "round" in the skill challenge requires one minute of game time.

Another interesting wrinkle: rather than ending the challenge at 3 failures (I mean, would the PC really stop trying?), you can allow an unlimited number of failures, but make the DC +1 higher every time the PC fails a check (as the knots get tighter and tighter, etc.)

Set the DC at an appropriate number -- probably at least the hard DC in the (revised) DMG.

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Old 25th June 2009, 10:37 PM   #10 (permalink)
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Quote:
Originally Posted by Klaus View Post
House-rule:

Dexterity check sets the DC for any escape attempts. A character with training in Nature (from hunting), Athletics (from mountaineering), Dungeoneering (from spelunking) or with a sailing background adds +5 to his Dexterity check.
I do have multiple reasons for the question... PC's wanting to tie npcs was the first in mind.

I like this one for the non-power/ie non combat.. version of an I tie them up action... (what conditions are required)

Can one advance from grappled... to restrained.(tied up)?

Cage of chains seems a good one to pattern after for creating a whip user... and maybe even the net wielder... some other powers with pull effects seem whip related ;-)..

Perhaps a nice web spell... we have one of those dont we?

If zero hit points can mean unconcious perhaps that can be expanded...

Last edited by Garthanos; 25th June 2009 at 10:53 PM..
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Old 25th June 2009, 11:22 PM   #11 (permalink)
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NPCs tying up players: Make it part of a skill challenge in order to break out of their imprisonment. Acrobatics or Athletics vs a number. Of course, this doesn't cover the cell door, sneaking past guards to get one's equipment, etc. That's why it's only -part.- Reward creativity.

Players tying up NPCs: If you don't care if they escape, ask for a roll of the dice, go 'mmhmmm' and them move on. If you -do- care, ask for a roll of the dice, go 'mmhmmm' and then carry on as planned.
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Old 25th June 2009, 11:28 PM   #12 (permalink)
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my take

You can tie up helpless/cooperating creatures, provided you have reasonable equipment to do so.

If creatures aren't helpless/cooperating, make them helpless/cooperate.
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Old 26th June 2009, 01:46 AM   #13 (permalink)
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You say "we've defeated the foe, I'd like to tie him up now".

He stays tied up until he's freed, or frees himself with an acrobatics check.

While he's tied up, the players can probably cherry pick whatever conditions they'd like to apply: immobilized, restrained, blinded, deafened, slowed, dazed, stunned (with the special proviso that stunned doesn't prevent escape attempts) etc.

After all: any of those is significantly less effective than "dead" which was the other choice they had when they took him out.

My goal is to not punish characters who choose to capture instead of kill.
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Old 26th June 2009, 01:51 AM   #14 (permalink)
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Knock 'em out. Tie 'em up.
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Old 26th June 2009, 04:42 AM   #15 (permalink)
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Duct tape and lots of it. A bit ouchy when removed though.
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Old 26th June 2009, 04:51 AM   #16 (permalink)
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Quote:
Originally Posted by Mort_Q View Post
You can tie up helpless/cooperating creatures, provided you have reasonable equipment to do so.

If creatures aren't helpless/cooperating, make them helpless/cooperate.
This works for me for most cases... fight them till they are bloodied or unconcious, after they hit bloodied do an intimidation to make them cooperate... add in a bit of custom DC calculating for difficulty to get out restrained like one of the other.

It seems like maybe you ought to be able to tie them up if the enemy is unable to perform actions (stunned, unconcious, petrified) and you can spend a standard action (taking longer tying to increase the DC)

I did find there are a few spells/powers which can result in temporarily restrained conditions -> can you tie somebody up who is "restrained?"
The restrained condition allows somebody to attack so mayhaps not.
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Old 27th June 2009, 05:01 AM   #17 (permalink)
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Originally Posted by Squizzle View Post
Tell the DM "I'm going to cut 10 or so feet off of the 50 I'm carrying, and tie that guy up".
And hope he's not an Eladrin.
Or pretty much any non martial class.
We've taken to blindfolding prisoners. This cuts down on teleportation, and prevents non-Martial types from getting LOS. (No good with close burst powers, some of which can arguably burn ropes. Can't remember if Blast powers need LOS or not...)

Short of a skill challenge (a bit of overkill), there's no real way to determine how WELL you tied someone up. You can, I suppose, say "If the person tying the ropes is Trained in Nature or Dungeoneering, it's a Hard DC to escape, otherwise, it's medium.", so there's some semblance of a rule.

The other way is to go with drama: If you knock someone to 0 hit points, he's "Defeated". You let him live, but you have made him a non-threat for the duration of the scene, including an interrogation SC, or what have you. While he may, by RAW, be able to keep fighting even in ropes, he won't, because you "beat" him and so are entitled, dramatically, to have him nullified as a threat until he's out of your sight.
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Old 27th June 2009, 12:48 PM   #18 (permalink)
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I'd make it a Thievery check to Restrain a helpless foe, which sets the DC for an opposed Acrobatics check to escape.

This check DC assumes that you're using improvised material such as strips of clothing to make the restraints. Using rope, chains or manacles provides a +5 bonus to the Thievery check.
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Old 27th June 2009, 05:14 PM   #19 (permalink)
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Quote:
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The other way is to go with drama: If you knock someone to 0 hit points, he's "Defeated". You let him live, but you have made him a non-threat for the duration of the scene, including an interrogation SC, or what have you. While he may, by RAW, be able to keep fighting even in ropes, he won't, because you "beat" him and so are entitled, dramatically, to have him nullified as a threat until he's out of your sight.
Yes I have considered that zero hit points does mean exhausted and completely demoralized not to mention completely out of luck as much if not more than unconscious.. In some ways unconscious or dead are just conditions you can freely apply at this point, theoretically other conditions might apply... one might gain the "full effect" of whatever attack power drove the adversary to this state (while that is usually boring ole death)
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Old 3rd July 2009, 09:29 PM   #20 (permalink)
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I require a Dexterity check. The result +5, is the DC to escape. You can Take 10 and Aid Another on the check (up to 2 people or so can Aid).

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