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<blockquote data-quote="Janx" data-source="post: 5500091" data-attributes="member: 8835"><p>I think you're going to be stuck by what the GM thinks, especially since he was pretty much thwarting your reasonable solution to prevent escape.</p><p></p><p>By reasonable, I mean, that a person with broken arms is probably not going to be able to use them to escape. Not as in 'breaking somebody's arms is reasonable treatment for a prisoner"</p><p></p><p>I'm too lazy to look up the Dominate spell, but most charms don't force the victim to do something detrimental to themselves. Trying to strain with broken arms (causing pain and further injury) would qualify as not likely to be accepted by the victim.</p><p></p><p>Playing devil's advocate, if it was your PC in that chair, you'd be squirming with broken arms and legs, too.</p><p></p><p>Still, overall, the GM may have missed the point. You won. You captured the bad guy and tied him up. There is no problem with him still being there in the morning that the had to make the NPC try to escape all night, just to drag the game out.</p><p></p><p>You may have to ask more questions before you take action, and clearly declare your intent. For example:</p><p></p><p>Can we tie the NPC up so he can not escape?</p><p>No.</p><p>Would breaking his arms remove his ability to escape?</p><p>No.</p><p>So you're telling me that our party with 50 feet of rope cannot restrain one person who does not specifically have escape artist skills that we know of?</p><p>Yes.</p><p>No problem. I have 50 foot of rope in my trunk. If you can escape, then we'll break your arms and try it again. If you escape then, your ruling stands. If you fail to escape and refuse to recant your position, you're fired as GM.</p><p></p><p>Ultimately, there's rules for escaping bonds. It should come down to a die roll, or the GM should just say he's stuck. Anything else sounds like crappy GMing.</p></blockquote><p></p>
[QUOTE="Janx, post: 5500091, member: 8835"] I think you're going to be stuck by what the GM thinks, especially since he was pretty much thwarting your reasonable solution to prevent escape. By reasonable, I mean, that a person with broken arms is probably not going to be able to use them to escape. Not as in 'breaking somebody's arms is reasonable treatment for a prisoner" I'm too lazy to look up the Dominate spell, but most charms don't force the victim to do something detrimental to themselves. Trying to strain with broken arms (causing pain and further injury) would qualify as not likely to be accepted by the victim. Playing devil's advocate, if it was your PC in that chair, you'd be squirming with broken arms and legs, too. Still, overall, the GM may have missed the point. You won. You captured the bad guy and tied him up. There is no problem with him still being there in the morning that the had to make the NPC try to escape all night, just to drag the game out. You may have to ask more questions before you take action, and clearly declare your intent. For example: Can we tie the NPC up so he can not escape? No. Would breaking his arms remove his ability to escape? No. So you're telling me that our party with 50 feet of rope cannot restrain one person who does not specifically have escape artist skills that we know of? Yes. No problem. I have 50 foot of rope in my trunk. If you can escape, then we'll break your arms and try it again. If you escape then, your ruling stands. If you fail to escape and refuse to recant your position, you're fired as GM. Ultimately, there's rules for escaping bonds. It should come down to a die roll, or the GM should just say he's stuck. Anything else sounds like crappy GMing. [/QUOTE]
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