D20Modern - Harry Houdini shafted!

Plane Sailing

Astral Admin - Mwahahaha!
I've just checked out the equpment section, and I have to say that Harry Houdini (and most modern magicians) are completely shafted when it comes to escaping from handcuffs...

Since the DC to escape from steel handcuffs is 35 (!) and zip-tie handcuffs are *impossible* to escape from!

I think that Charles Ryan and the designers could have paid a *little* more attention to modern day escapologists if only to allow for genuine escaping heroes!

(after all, they've given us tough heroes who can shrug off machine gun hits... :))
 

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Um... I hate to be the one to break it to you, but most of the "handcuffs" that magicians escape from are props. Cleverly hidden, but props.

Those that don't use props, have small hands and large wrists.

Watch some of those "Behind the magic" shows.
 

Ever read "Houdini on Magic"? Apparently, escapology is mostly about finding some bodily nook or cranny in which to hide a key.

That, and dislocating your shoulder and collar bone.
 

He also had locks with hidden compartments with the key inside. Thus the DC of 35 is probably correct.

Though I do know a guy who broke police issue cuffs with sheer strength, but that was merely the chain linking them together, not the actual wrist clamps.
 

But what, exactly, do you think the escape artist skill is ultimately designed to represent?

I would expect that it would be the entire range of trickery (not just muscle and bone manipulation) that could be used to escape from situations.

When modern day escapologists escape from modern handcuffs, whether they accomplish it by escaping from genuine cuffs beforehand or by switching something while the policeman isn't looking, this should be an option for modern heroic characters IMO.

i.e. there are no restraints which are completely impossible to break.

After all, the system allows you to assign DC's to "impossible" tasks. Why not just apply a really tough DC?

Cheers
 

A natural 20 always succeeds. If you assign a DC of 100 to run up the side of the Eiffel Tower, the hero has a 1 in 20 chance of succeeding.
 

It's not bad. If you're picking the lock it's an easier DC -- and in my early mucking about with magic days, I learned to do it with a big-ass Safety pin to a low DC lock without too many "ranks". If you're just wiggling out, that takes some skill and practice (and unpleasantly dislocated thumbs) and so should be a muckload harder.

And yet, taking 20 (two minutes, and nobody's watching), 16 DEX (+3 modifier), a 9th level hero with max ranks could do it. Not exactly epic level.
 

JPL said:
A natural 20 always succeeds. If you assign a DC of 100 to run up the side of the Eiffel Tower, the hero has a 1 in 20 chance of succeeding.

This is actually untrue. By the rules, an attack role of 20 always succeeds, but this does not apply to skill checks. (See chapter 4, Skills, in the PHB).
 


jonrog1 said:
And yet, taking 20 (two minutes, and nobody's watching), 16 DEX (+3 modifier), a 9th level hero with max ranks could do it. Not exactly epic level.

Good point on the standard handcuffs. My ire was particularly raised by the flexi-grip ones though... which specifically say that you can't get out with escape artist IIRC.
 

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