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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Rules for garroting?
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<blockquote data-quote="isoChron" data-source="post: 3104739" data-attributes="member: 5927"><p>Why not use the grapple rules but:</p><p>1- Initiating a garrote grapple provokes AoO and works only vs. opponents lost their DEX (flatfooted, invisible attacker, feint, stunned, paralysed, helpless, grappled by another opponent). Reason, it's to difficult to lay a rope around someones neck if the victim is aware of that.</p><p>2- Damage dice is damage from the garrote (light weapon, though used with both hands) not unarmed damage.</p><p>3- Each round you pin (strangle) the victim he can hold his breath. (CON-Score in rounds/ half that if you fight against it, making grapple checks, etc.). After that he must make CON checks starting with DC 10 and increasing every round by one. Failure means suffocation, dying, dead. </p><p>4- the garrote user gets a +2 (or+4) bonus on grapple checks representing the difficult wrestling with a life squeezing garrote around your neck. This makes it a little less STR dependend, so rogues get a chance to use it. You can add +4 to that if you have Improved Grapple.</p><p>5- ah, and it's an exotic weapon (improvised 1d3 (crit not applicable since grapple checks are made), cord & rope 1d4, steel wire with handles 1d6)</p><p></p><p>A CON 10 Commoner (given enough HP) can hold it's breath for 5 rounds even if he doesn't win a single grapple check. </p><p>After that he may succeed in the first CON-check, perhaps the second and after that he will be dead in 3 rounds. That's about a minute to strangle a commoner and the odds get worse vs. a fighter or barbarian, who likely will break the grapple at some point and take some air again.</p><p></p><p></p><p>Combat Reflexes, Blind-Fight, see invisibility, blind sight, listening lore call, Uncanny Dodge and true seeing may negate the initial garrote attack in some situations.</p><p>How does this sound ?</p><p></p><p>EDIT (more ideas): The victim is silenced during every round it is in grapple, even if the pin check fails. And perhaps reduce the damage dice a step. The victim should die of suffocation, not direct damage.</p><p></p><p>-Locking garrotes may auto-pin (strangle) each round after the first pin (strangle) attempt succeeds. DC10 disable device to unlock on self, 2d4 rounds, no take 10. Damage to destroy. Helping friends can unlock the garrote in 1 full round action (provoking AoO) without a check.</p></blockquote><p></p>
[QUOTE="isoChron, post: 3104739, member: 5927"] Why not use the grapple rules but: 1- Initiating a garrote grapple provokes AoO and works only vs. opponents lost their DEX (flatfooted, invisible attacker, feint, stunned, paralysed, helpless, grappled by another opponent). Reason, it's to difficult to lay a rope around someones neck if the victim is aware of that. 2- Damage dice is damage from the garrote (light weapon, though used with both hands) not unarmed damage. 3- Each round you pin (strangle) the victim he can hold his breath. (CON-Score in rounds/ half that if you fight against it, making grapple checks, etc.). After that he must make CON checks starting with DC 10 and increasing every round by one. Failure means suffocation, dying, dead. 4- the garrote user gets a +2 (or+4) bonus on grapple checks representing the difficult wrestling with a life squeezing garrote around your neck. This makes it a little less STR dependend, so rogues get a chance to use it. You can add +4 to that if you have Improved Grapple. 5- ah, and it's an exotic weapon (improvised 1d3 (crit not applicable since grapple checks are made), cord & rope 1d4, steel wire with handles 1d6) A CON 10 Commoner (given enough HP) can hold it's breath for 5 rounds even if he doesn't win a single grapple check. After that he may succeed in the first CON-check, perhaps the second and after that he will be dead in 3 rounds. That's about a minute to strangle a commoner and the odds get worse vs. a fighter or barbarian, who likely will break the grapple at some point and take some air again. Combat Reflexes, Blind-Fight, see invisibility, blind sight, listening lore call, Uncanny Dodge and true seeing may negate the initial garrote attack in some situations. How does this sound ? EDIT (more ideas): The victim is silenced during every round it is in grapple, even if the pin check fails. And perhaps reduce the damage dice a step. The victim should die of suffocation, not direct damage. -Locking garrotes may auto-pin (strangle) each round after the first pin (strangle) attempt succeeds. DC10 disable device to unlock on self, 2d4 rounds, no take 10. Damage to destroy. Helping friends can unlock the garrote in 1 full round action (provoking AoO) without a check. [/QUOTE]
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3.5 Rules for garroting?
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