How do you capture monsters??

The thing about non-lethal attacks is that you don't need to only deal non-lethal damage to a critter to render him uncounscious.

Take a critter with 100 hit points. Take a -4 to hit, then wack him about two times for non-lethal, maybe giving him 30 non-lethal hits. Then swing at him regularly at no penalty for 70 or more damage, and voila. The added benifit is that when he recovers, you now have a critter with only 30 hit points, so if you need to subdue it again, you only have to deal 2 or 3 non-lethal attacks.
 

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Trainz said:
The thing about non-lethal attacks is that you don't need to only deal non-lethal damage to a critter to render him uncounscious.

Take a critter with 100 hit points. Take a -4 to hit, then wack him about two times for non-lethal, maybe giving him 30 non-lethal hits. Then swing at him regularly at no penalty for 70 or more damage, and voila. The added benifit is that when he recovers, you now have a critter with only 30 hit points, so if you need to subdue it again, you only have to deal 2 or 3 non-lethal attacks.

As you get higher level, you need to be very careful with this approach. A lot of the time your fighters can deal enough lethal damage to kill a damaged creature twice or three times over in one round.

However, if you can pull it off you've got a good thing goin'. :) As my pal Trainz points out, you have a major advantage if you have to subdue it again. But then you have to be really careful with your fighters.
 


You may want to create some custom spells for your spellcasters. Such as spells that do nonlethal damage (along with a chance to be stunned), a spell that keep helpless targets unconsious, and spell that can shrink or levitate a helpless target. By including the limitation of the spell only working on a helpless target, you can have more powerful effects for lower level spells.
 

We like to spike them to a flat-bed wagon. Knock 'em unconcious and nail 'em to the floor.

It's worked for us in numerous situations, and a wrought iron spike though all the major joints just has better physics than rope. (12 spikes per humanoid, but you could get by with 8)
 

We like to spike them to a flat-bed wagon.

Yikes! I assume this is a non-good party we're talking about? The paladin is most certainly not going to allow this...

I second the polymorph option (and the stone/shrink was good, too)
 

werk said:
We like to spike them to a flat-bed wagon. Knock 'em unconcious and nail 'em to the floor.

It's worked for us in numerous situations, and a wrought iron spike though all the major joints just has better physics than rope. (12 spikes per humanoid, but you could get by with 8)

Better physics? Definitely. But I'd think that the trauma and blood loss from spending a long period travelling while impaled with a bunch of spikes would kill pretty much anything. It won't be in the best condition when you get it where you want it, either, and it'll sure be mad when it recovers.
 

Ringmereth said:
Better physics? Definitely. But I'd think that the trauma and blood loss from spending a long period travelling while impaled with a bunch of spikes would kill pretty much anything. It won't be in the best condition when you get it where you want it, either, and it'll sure be mad when it recovers.
Works best with regenerating creatures, but usually a cleric riding in back can make heal checks and keep them kicking til we get where we're going.
phaedrus said:
Yikes! I assume this is a non-good party we're talking about? The paladin is most certainly not going to allow this...
Do you consider inquisitors paladins? It was a neutral party with a couple goody-goodies. These are monsters we're talking about, not neighbors.

Lets talk about safety here people. Is it safer to tie up a nasty using crappy rope and trust your skill check, or to put them in some sort of rickety old rusty cage? I think not. You need to PWN them! And nothing says PWN'd like being nailed to the floor.

Think of the children...
 

Youa re running the game, your players are the ones who are supposed to come up witht he ideas for subruing, capturing and transporting the monsters.
 

Nets and Tanglefootbags are a good choice to hamper foes, making it easier for you to deal nonlethal damage. You simply gain a lot more time to deal nonlethal damage. The penalties the enemies suffer will make it difficult for them to attack and damage the characters, while the characters have an easier time hitting their enemies (even if taking penalties for dealing subdual ... er nonlethal ... damage).
Weak melee combatants (or those that have trouble dealing nonlethal damage) can concentrate on using nets, Tanglefootbags and combat maneuvers that reduce the enemies defenses and offenses trips, disarms and even grapples might be helpful...
 

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