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Post by Quadhund/Greenhouse on Jun 21, 2005 16:01:00 GMT -5
I was wondering if some of you could help me out with an official ruling from my PnP game i have been DMing. Some Thayan Slavers would like to capture the adventuring party. They are outfitted as slavers and as such have whips, saps, and nets. I am a little confused on how the net works. From the players handbook it says that you make a ranged touch attack, and if it succeeds then the character takes -2 to attack and -4 to dex. It also says they cannot run or charge and only can move at half speed. The way it is to be broken out of is either a strength check of 25 or escape artist 20 check. The net has 5 hp. My question is: Say a human paladin with a longsword gets caught in the net. Now he is never going to be able to make the escape artist check, and he isnt gonna make the str check. So he figures he cuts his way out. Are there additional penalties for him trying to cut his way out since he is using a medium size weapon? If anyone knows a place where i can find the answer to this, please point me in the right direction, and speculation is welcome. Otherwise I will just have to be an evil DM and say they cannot cut themselves out with a medium or larger weapon.
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Boogiedk
Old School
A mans home is his castle - But it shouldnt have to be his fortress
Posts: 252
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Post by Boogiedk on Jun 21, 2005 16:56:50 GMT -5
I would say a full round action with a blade should do it . . .
Or make him reach for his dagger and cut it is a good idea as well ( still a full round to do it though IMO )
But thats the beauty of DMĀ“ing you can say what he is to do . . . If the net weapon descriptor doesnt have the solution try looking up entangled . . .
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Post by DM Richard (Retired) on Jun 21, 2005 17:25:41 GMT -5
I'm not sure which edition you are playing but my take on the net issue is this. Once entangled with the net the player would be restricted the same as when fighting an opponent that has him grappled.
Look up the grapple part of the combat section for the edition you are playing. It should be convertable to the situation.
ps.
You can't wield a longsword like it is meant to be wielded while in a net. Therefore its damage wouldn't by the same IF you are able to use it at all.
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Post by Mr. Baboon on Jun 21, 2005 20:16:13 GMT -5
Look, think of it this way: If you had a net thrown over you, weighing you down, including your sword arm, holding a 4-foot sword which you can no longer swing properly.... you wouldn't be able to swing it. Make them get out at least a shortsword or dagger to cut out, says me.
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Post by Quadhund/Greenhouse on Jun 21, 2005 21:50:30 GMT -5
Well I think according to 3.5 rules in grapple, you cannot use anything larger than a light weapon to do damage, so you guys would be right. Thanks for the help.
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Post by Booze Hound on Jun 22, 2005 0:17:51 GMT -5
hey bud, here is some speculation...just cause you can't swing a longsword, does that mean you can't awkwardly unsheathe it and begin sawing the ropes of the net at a slow rate? just curious...
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Boogiedk
Old School
A mans home is his castle - But it shouldnt have to be his fortress
Posts: 252
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Post by Boogiedk on Jun 22, 2005 2:21:50 GMT -5
Net doesnt Grapple in 3.5 it entangles . . . I still think a longsword should be able to cut through it . . maybe a dex check (including armor modifiers ofcourse) to see if he can position his sword ? Be good B
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Post by DM Justicar - Creator of FRC on Jun 22, 2005 3:15:24 GMT -5
Net doesnt Grapple in 3.5 it entangles . . . I still think a longsword should be able to cut through it . . maybe a dex check (including armor modifiers of course) to see if he can position his sword ? Be good B I am gonna quote Gary Gygax, just for fun: "Is Dungeon Mastering an art or a science? An Interesting question!" "If you consider the pure creative aspects of starting from scratch, the 'personal touch' of individual flair that goes into preparing and running a unique campaign, or the particular style of moderating a game adventure, then Dungeon Mastering may indeed be thought of as an art." "If you consider the aspect of experimentation, the painstaking effort of preparation and attention to detail, and the continuing search for new ideas and approaches, then Dungeon Mastering is perhaps more like a science - not always exacting in a literal sense, but exacting in terms of what is required to do the job well" "Esoteric questions aside, one thing is for certain - Dungoen Mastering is, above all, a labor of love. It is demanding, time consuming, and certainly not a task to be undertaken lightly. The sheer bulk of the book you hold in your hand will tell you that! But as all DM's know, the rewards are great - an endless challenge to the imagination and intellect, an enjoyable pastime to fill many hours with fantastic and often unpredictable happenings, and an opportunity to watch a story unfold and a grand idea to grow and flourish. The imagination knows no bounds, and the possibilies of the game of Advanced Dungeons & Dragons are just as limitless. Who can say what awaits each player, except a cornicopia of fantasy and heroic adventure? So much is waiting, indeed!" Well, now! That's alot to take in... and this is all transcripted lovingly from the guy who invented the game back in 1970 (?) out of another game called "Chainmail". This qoute comes from the REAL 1st addition A D&D rules, the Original Dungeon Masters Guide Foreword. Interesting. We have ALL become such rules hoes that we have forgotten the game was *originally* just a wargame, that thanks to this fella (Gary Gygax, qouted above) spawned EVERY RPG YOU HAVE EVER PLAYED. PERIOD. Gary never liked rules either... in fact, he thought the best rules were what you made up as you went along. And doesn't every rugged American? ;D I submit to you lads... make it up... and if they whine, that's because mommy didn't love THEM enough. ;D I have digressed beyond belief, but I imagine Han Solo in the Ewoks entaglement... even he couldn't escape. There I go again. Don't forget, it's your campaign.. the DM is always right, and so is the customer, but mutual imagination rules all. The best adventure comes from your heart, always. Cheers! Justy
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Post by Quadhund/Greenhouse on Jun 22, 2005 12:16:42 GMT -5
Actually I think I may have come up with a decent idea. A player that becomes entangled in the rope can use a medium or large weapon to cut themselves out. I'm thinking that a -2 to attack the net is added to the already -2 from the net for each weapon size larger than a light weapon (thus for a greatsword it is a -6 penalty to hit). And for damage done to the rope, I'm thinking that the weapon will do half damage if it is medium or larger.
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Post by DM Justicar - Creator of FRC on Jun 22, 2005 12:53:37 GMT -5
Actually I think I may have come up with a decent idea. A player that becomes entangled in the rope can use a medium or large weapon to cut themselves out. I'm thinking that a -2 to attack the net is added to the already -2 from the net for each weapon size larger than a light weapon (thus for a greatsword it is a -6 penalty to hit). And for damage done to the rope, I'm thinking that the weapon will do half damage if it is medium or larger. That works too... I would also throw in a strength/dex check... being netted in armor isn't exactly comfortable and doesn't make it easy to draw your weapon.
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Post by Quadhund/Greenhouse on Jun 22, 2005 16:47:53 GMT -5
Got another question regarding the feat called combat reflexes. This feat allows you to apply your dexterity modifier to the number of attacks of opportunities made per round. So you always get one AoO per round +dex mod. Now the player's guide doesnt mention if you can use all your AoO's against one character who is drawing an AoO. It does mention that if you are surrounded by four goblins that if you have a dex mod of 2, you can attack 3 with one AoO each. So my question is: Can you make more than one AoO against a character per round?
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Post by DM Richard (Retired) on Jun 22, 2005 17:37:45 GMT -5
"Can you make more than one AoO against a character per round?"
The answer to that was no in 3.0 edition.
"You still only make one attack of oppertunity per enemy." PHB page 80 in the benefits section for the feat Combat Reflexes.
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