Kahuna Burger said:(actually, indimidate seems like a bad mechanic. I'd use sucessive fort saves to represent physical resistance followed by will saves to keep your loyalty regardless. And the chance that you will just say what they seem to want to hear, regardless of the truth. Tourture really isn't for obtaining info, ya know.)
Kahuna Burger
Most proper tortures are very unlikely to kill a victim unless the victim is already frail in some way. The incidences of accidental death during the Inquisition, for example, was exceedingly low. And this is meant to be heroic on top of that - that's why resistance, although ultimately futile in 99% of cases, allows a heroic character to hold out for days or weeks.Kahuna Burger said:Seasong, Your ideas seem to be pretty comprehensive, but they seem to assume total control on the torturers part of how badly the victim is hurt.
Actually, something that is really needed is how it works for an unskilled torturer. Who will tend to accidentally kill victims, or threaten something too precious (breaking the mood and hardening the victim), etc. Maybe a flat CHA/WIS check, with more severe penalties for failure and no take 10 option.Perhaps occasional heal checks would be in order, esp when the tourture is "makeshift".
Oh no, not at all. In fact, "truth" is more along the lines of "what the torturer is looking for" than "real, honest truth". The victim's Bluff game can be to guess what that is, or try to avoid it while still persuading the torturer that the victim is giving up the truth.The second issue that isn't covered is that while there's a bluff/sense motive check when the victim lies, it seems assumed that the tourturer will automaticly believe the truth.
I stated that badlyseasong said:Oh no, not at all. In fact, "truth" is more along the lines of "what the torturer is looking for" than "real, honest truth". The victim's Bluff game can be to guess what that is, or try to avoid it while still persuading the torturer that the victim is giving up the truth
MarauderX said:Um, what about the old hurt them then heal them routine? Y'know, the rogue slashes some tendons in the victim's legs (down to ~0 HP) then the not-so-nice cleric heals him back up. That's been used since OD&D, and don't see why it wouldn't help here. Granted, it lets the victim know that you care enough about him to heal him back up and not let him die, but the shear pain of it all might get a bit annoying to say the least. They sure didn't print that in the CIA torture & questioning handbook.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.