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General Tabletop Discussion
*Dungeons & Dragons
Good garrote rules?
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<blockquote data-quote="Nagol" data-source="post: 6804656" data-attributes="member: 23935"><p>I think the faster version of garrote meets your requirements, generally. </p><p></p><p>It is an effective assassination method. The victim is held and prevented from raising an alarm while it is in effect. The basic damage will drop "normal" (depending on how you define normal and their effective hp total) people in a round or three (1d3+Str mod damage per round automatic). The special effect will drop adventurer types in another 30 seconds or so.</p><p>It is at least as effective as base grappling in that you get the same damage a grapple provides as well as the added casting restriction.</p><p>You gain a bonus compared to grappling if you can attack by surprise.</p><p>You gain a moderate term special effect that results in unconsciousness and death if you can maintain the effect for a few turns. (DC20 Con save of fail unconscious that gets harder every round once Con modifier rounds have elapsed). The primary purpose is to shorten the duration the hold requires to drop even high-level characters to less than a minute.</p><p></p><p>It is less effective than combat techniques/equipment specifically designed for mayhem in a mayhem environment (doing unarmed damage compared to weapon damage and being part of a grapple).</p><p></p><p>To make it a bit more generic, I suggest adjusting the DC for the type of constriction: Hand or equivalent DC 10, Rope or equivalent DC 15, wire of equivalent DC 20 and maybe increase the base damage per round to 1d4 for rope and 1d6 for wire.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6804656, member: 23935"] I think the faster version of garrote meets your requirements, generally. It is an effective assassination method. The victim is held and prevented from raising an alarm while it is in effect. The basic damage will drop "normal" (depending on how you define normal and their effective hp total) people in a round or three (1d3+Str mod damage per round automatic). The special effect will drop adventurer types in another 30 seconds or so. It is at least as effective as base grappling in that you get the same damage a grapple provides as well as the added casting restriction. You gain a bonus compared to grappling if you can attack by surprise. You gain a moderate term special effect that results in unconsciousness and death if you can maintain the effect for a few turns. (DC20 Con save of fail unconscious that gets harder every round once Con modifier rounds have elapsed). The primary purpose is to shorten the duration the hold requires to drop even high-level characters to less than a minute. It is less effective than combat techniques/equipment specifically designed for mayhem in a mayhem environment (doing unarmed damage compared to weapon damage and being part of a grapple). To make it a bit more generic, I suggest adjusting the DC for the type of constriction: Hand or equivalent DC 10, Rope or equivalent DC 15, wire of equivalent DC 20 and maybe increase the base damage per round to 1d4 for rope and 1d6 for wire. [/QUOTE]
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Good garrote rules?
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