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How would you rule for pulling yourself free from manacles?
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<blockquote data-quote="genshou" data-source="post: 2372665" data-attributes="member: 13164"><p>I like the idea above, although 10% of current HP is a bit hard for me to decide one way or another on. I don't have the best of wisdom on the subject, but I'll offer what I can (take it for what it's worth):</p><p></p><p>Let's say the one in shackles has a +8 EA. Using the "lubrication" rules above, they could escape by taking 20 on EA. But what about characters who don't have a +8 or higher EA skill? Are they utterly doomed, with no hope of ever escaping? The core rules say three things I can think of at the moment. The first and most obvious is the answer to the above question: "yes." The second is "the DM is always right." The third is "D&D is not an accurate portrayal of reality." So...</p><p></p><p>Step One: Roll a Will saving throw (no retry until at least [5 rounds?/1 minute?] have passed) as described in above post, in order to muster the willpower necessary to perform such an action. Then, take either [50%?] of your maximum HP or [2d6?] damage, whichever results in the <em>lower</em> amount of damage (this keeps low-level characters from killing themselves but also doesn't deal ridiculously high damage at high levels). The damage is dealt directly to the hand you are freeing, so you suffer the penalties as described in the previous post.</p><p></p><p>Step Two: One thing that stuck out to me is Action Points. If you are using a rules set which does not normally allow Action Points, you can still decide to give them to characters under certain circumstances. In this case, after taking the necessary damage, you gain an Action Point to modify your EA check. The exact amount this Action Point adds to the roll (either as a static number or as a die roll) is up for suggestion! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I've always believed that "Where there's a will, there's a way!" Life is not an amalgamation of skill modifiers and DCs. It's true that it takes a great deal of skill to slip out of manacles, but that doesn't make it impossible for anyone who lacks extensive training.</p></blockquote><p></p>
[QUOTE="genshou, post: 2372665, member: 13164"] I like the idea above, although 10% of current HP is a bit hard for me to decide one way or another on. I don't have the best of wisdom on the subject, but I'll offer what I can (take it for what it's worth): Let's say the one in shackles has a +8 EA. Using the "lubrication" rules above, they could escape by taking 20 on EA. But what about characters who don't have a +8 or higher EA skill? Are they utterly doomed, with no hope of ever escaping? The core rules say three things I can think of at the moment. The first and most obvious is the answer to the above question: "yes." The second is "the DM is always right." The third is "D&D is not an accurate portrayal of reality." So... Step One: Roll a Will saving throw (no retry until at least [5 rounds?/1 minute?] have passed) as described in above post, in order to muster the willpower necessary to perform such an action. Then, take either [50%?] of your maximum HP or [2d6?] damage, whichever results in the [I]lower[/I] amount of damage (this keeps low-level characters from killing themselves but also doesn't deal ridiculously high damage at high levels). The damage is dealt directly to the hand you are freeing, so you suffer the penalties as described in the previous post. Step Two: One thing that stuck out to me is Action Points. If you are using a rules set which does not normally allow Action Points, you can still decide to give them to characters under certain circumstances. In this case, after taking the necessary damage, you gain an Action Point to modify your EA check. The exact amount this Action Point adds to the roll (either as a static number or as a die roll) is up for suggestion! :D I've always believed that "Where there's a will, there's a way!" Life is not an amalgamation of skill modifiers and DCs. It's true that it takes a great deal of skill to slip out of manacles, but that doesn't make it impossible for anyone who lacks extensive training. [/QUOTE]
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How would you rule for pulling yourself free from manacles?
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