How would you rule for pulling yourself free from manacles?

So the consensus so far...

Lubricating with blood: Will 20 to muster the courge, take 50% of your hp or 2d6 in damage (which ever is lower). This gives a +2 on EA or to 'rip free'.


Ripping free: Will 24 to muster the courage, Str check DC 20 to free yourself, Fort save DC 12 to avoid fatigue. Character's hands are unusable until healed.


A character may gain ans additional +1 to their respective EA/Str checks for each addtional 2 hp of damage you voluntarily take beyond the initial amount. This incurs a +1 to the Fort check DC for each +1 bonus.


Look good so far? :)



PS: I'm not too sure how Action Points work...
 

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A Break DC and Escape Artist DC of 30 doesn't sound right to me. It should be a bit easier to escape the manacles than break them. Otherwise, why spend ranks in escape artist if it was just as difficult to break them open instead!
 

Shellman said:
A Break DC and Escape Artist DC of 30 doesn't sound right to me. It should be a bit easier to escape the manacles than break them. Otherwise, why spend ranks in escape artist if it was just as difficult to break them open instead!

You gain increase skill bonuses faster than Attribute bonuses. :)

Although I do agree that the EA target may be a bit high...
 

You certainly could lower the DC of breaking/escaping out of manacles... I was just going out of the SRD.

I think the changes look fairly good, though the whole 50% or 2d6 thing is a little too house rulesy for even my taste. ....Wait....I can't believe I just said that.;)
 

Quickleaf said:
I think the changes look fairly good, though the whole 50% or 2d6 thing is a little too house rulesy for even my taste. ....Wait....I can't believe I just said that.;)


Hence the forum my friend. :) What would you suggest?
 

Look for the loose link and rip it apart, then the rest with have to be pulled up. Unless someone made these really well, there should be a weak link in one or two of chains of metal and they rip apart three times faster or you can bend them with your hands if your stronge enough.
 

Storyteller01 said:
PS: I'm not too sure how Action Points work...
Action points are a special pool of "heroicalness" that characters in certain systems gain a certain amount of each level (usually the amount gained each level progressively increases), or something the player is awarded by the DM/GM for heroic actions in-game, playing in-character, etc. They're not handed out like candy (or XP, or XP candy... something my players wish they could get their PCs' grubby hands on). In d20 Modern, an action point adds a +1d6 bonus to any one attack, save, or check. It also allows characters to use some especially heroic class abilities (the Tough hero's Second Wind, for example). You could incorporate action points for those times when a character really deserves some sort of heroic boost they can use at some point in the future. You could also allow the benefit of an action point at a time like this, when they have no way within the rules to do it, but you believe their willpower should carry them through.

Anyway, you could either have the "action point" add a certain die type to the roll, or just grant a flat statistical bonus. If you chose to use such an option as action points, that is. I like the idea presented previously that for each additional 2 points of damage a character takes beyond the requirement, they gain a +1 bonus to the Strength check... but I think it should be a bonus to the Escape Artist check, instead. After all, you don't become effectively stronger by hurting yourself... you make your hands more flexible so they can slip through more easily.
 

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