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Post by Shwabba on Feb 2, 2004 6:15:45 GMT
To answer in order: Silentus: I agree with you on not bothering the staff with excessive scripting when RP can easily accomodate the player's needs. But since an item to aid knights with jailing unruly prisoners has been brought up before and since someone mentioned the possibility of players wanting to tie others up needing to have a rope or something in their inventory, I figured I'd mention the slave collar/shackle idea. It doesn't take too much to give an item a different graphic and then save it as a seperate item, so I figured it might be a viable option to consider in the future Adyanna: The only thing in it for the player being tied up is really the same as what's in it for the player doing the tying.... roleplay. Realistically, there is no power trip in subduing and tying up another character, simply because they can say "bite me, fanboy" and log out. The only real reason to even be involved in this sort of thing at all is for an opportunity to roleplay, which (let's face it) requires two to tango. In short, the opportunity to roleplay being captured is just as great as the opportunity to roleplay being the captor. On another note, I agree with you that it would be wonderful if there was a way to code in a chance to escape or break the chains, etc. However, I believe in keeping things simple and not over-complicating the lives of the coders. The collar-to-shackle idea was the simplest, easiest and closest to existing compromise I could think of. It would set a good standard for players to work off of. There would be an established "physical" presence to the practice of tying someone up, but people could still roleplay around it. For example, you cast timestop, knock someone out, etc, then click on the shackles and you have captured your quarry. They, however, could drop a smoke bomb, break the chains with their brute strength, kick dirt in your eyes, et cetera, et cetera. Or, they could happily play along with the capture and play the part of the repentent criminal, sobbing and begging for mercy, or the unrepentent fiend, cursing and spitting the whole way. Anyway, as Silentus pointed out, nothing needs to be coded if you're willing (and able) to RP it out. This is just my little suggestion to help those who aren't quite able Your Friendly Neighborhood Shwabbaman "Suggestions are like butts; everyone has one, but no one wants to hear it." ;D
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Post by Makzimia on Feb 2, 2004 14:26:36 GMT
Good day all, as DM here is my slant on it, and since I am, this is how it will be done. If it is RP and it is agreed between the parties involved, that is how it is done. Imagination is all that is required, and no extra code is going to be thrown into something that you are all capable of handling on your own, if not, you are playing the wrong game COMMUNICATION!! talk to the players you meet, you will soon get a feel for whether they are RPing or just breezing around. Generally speaking I think RP of capture has been working fine on the few occasions I have witnessed it. Makz.
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Post by Adyanna79 on Feb 2, 2004 14:46:30 GMT
Then I agree with Makz... Why code it...
I mean making a small snip of code to insure the roll for the dc or such is all good and well...
If it's all roleplay... You can do that on your own... And if it takes 2 to tango that means there isn't gonna be a big deal from the second pc... (since he wants to roleplay too) Well acording to your description.
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Post by Phoenix on Feb 2, 2004 15:37:39 GMT
My only problem is this is a little complex to roleplay if the person wants to escape what's the DC? Whats the check? If it's rope is it Str or Dex, or either? Is it a set DC or is it a check against the person doing the work? If it's shackles can I pick my way out? Who says I don't keep a small knife stashed to cut my way out. 0.0
I agree this -could- be role played well, but it could also invite problems if people don't agree in the midst of things. The ONLY reason I would want something coded if because it's something very similar is being suggested in the CJ system, a slight variation could be used in for players. Otherwise let if fall to RP. If it gets bogged down in the details end the RP. *shrugs*
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Post by Makzimia on Feb 2, 2004 16:48:26 GMT
Complexity is only brought about by those that insist on being a PIA. Simple, here ya go, I get you, you roll a D20 less than 10 and your toast, happy? why do people always have to make life difficult for themselves and insist on having their hands held? *laughs* Makz.
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sniven
Young One
Assassins do it from behind :)
Posts: 23
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Post by sniven on Feb 2, 2004 17:16:42 GMT
Ok well all i thought that since, the nwn is loosly based on dungeons and dragons 3.5 that i might state what their examples of what the dc is to burst an item or escape from and believe a rogue character should be able to use half their open locks skill al an escape artist check.
Break burst rope bonds DC23 Break burst chain bonds DC 26
DC is the dice roll plus str modifier for burst or dex modifier for escape artist in the d an d system so.. thats pretty simple. Generally speaking one check per game hour or six minutes i believe so if they sit and talk over you watch the clock.
Sniven
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Post by MitzaVolchenko on Feb 2, 2004 20:02:07 GMT
I agree with the 'less is more' viewpoint on this one. I don't need anything scripted or to carry more items around which the opposing player can't verify I even have.
I haven't had anyone object to capture RP to the point of refusing utterly. As a purist RP'er I refuse to play with someone that pulls the log out escape too often.
Usually the reason for capturing someone is an RP one...nobody to my knowledge is using timestop to rob anyone of everything they own or kill them and leave them dead in the farthest map corner with no hope for help.
I'm in it for the RP, and if the capture is good for that, then it is good...even if my captured rump is not the one getting the RP out of it.
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Post by Phoenix on Feb 2, 2004 20:22:05 GMT
nobody to my knowledge is using timestop to rob anyone of everything they own or kill them and leave them dead in the farthest map corner with no hope for help. Oh.... uhhh.... ummm.... Time for a plan B. B. Plan to take over the world.
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Post by addicted2rpg on Feb 3, 2004 21:20:50 GMT
9 seconds our time. 9 seconds Neverwinter time?
What is 9 seconds?
Someone correct me if I am wrong, because I am grabbing this figure from the far reaches of a fading memory about heart beats, but I believe every 6 seconds is a round of combat in neverwinter nights, meaning you could unleash all your attacks on your opponent, and they can unleash all theirs on you back.
This is roughly 1.5 rounds, assuming my little 6 second presumption is correct.
Thus, the "tie up time" for a level 1 PC would be how long it would take him to attack one and a half times.
The "tie up time" for a 6 attack monk would be the time it takes for them to attack 9 times.
If you are not using a scroll, i.e., a wizard, what is your tie up time....? Can you successfully bind a person *and* tie the knots so they don't slip loose in that time?
Some things to think about for those who really want to consider "tie up time" as a factor of whether or not they are willing to RP it with someone else.
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Post by Phoenix on Feb 3, 2004 21:48:54 GMT
Time Stop is 9 seconds, a second is a second, until you start looking at the 'nwn' game clock. A round is 6 seconds, so the 1.5 rounds/timestop is kosher. As far at attacks go, this is completely different. You get 1 action a round. If you attack you get X number of attacks/round. You don't get X number of actions/round, otherwise said monk with umpteen attacks/round could also drink that many potions/round.
Shackles could be done in 9 seconds, and with rope it isn't necessay to complete the knot to bind someone. Sure that has to happen, but not in the first 9 seconds, which is all thats needed to wrap your arms to your body and feet. Tie the knot after they can't move to ensure the binding doesn't come loose. Ever see calf roping? Even children can do it with minimal training/practice. World record is under 7 seconds, and that's catching the calf on a horse, hitting it with a lasso, dismounting, binding and tieing a knot.
Don't forget you could also chain more than one time-stop. ^.^
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Post by Spathic on Feb 3, 2004 22:32:49 GMT
you have 9 seconds to walk from where you cast the spell (surely not a few scant feet and behind your opponent) you then have to knock your opponent to the ground to tie them up... you also have to get your rope ready after casting the spell (does it have a somatic component?) a lot of little things to do...
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Post by AvengersWraith on Feb 3, 2004 23:12:07 GMT
My final opinion on Timestop and tieing people up:
If you don't think the person who cast the timestop and is tieing you up doesn't have the skill necesary to do a good job in 1 timestop, after the timestop ends tell him/her you are going to make a STR or DEX to see if you can escape, if they have a second timestop going before you can type that out assume they are prepared and wait until they run out of time stops and then ask what all they tied you up with if they weren't telling you as they go.
This is a great idea but I would want to know how I am being tied up as they go. If they appear to be ready to bind you fast and have accomplices, RP it out, it could be fun.
I personally would use the 9 seconds to kill the character and tell him it is a knockout and I will be reviving them after I bind them, and then tell them how I remove their helmet and gag them (have forgotten that once), bind them securely with ropes, tell them my STR and DEX to let them know they are good, tight knots. And then use a raise dead scroll (I save reserrection for friends, raise dead is for people I don't know or suspect to be opponents of some sort) can always give them healing potions or use spells on them later after I find out what I want to know.
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Post by Phoenix on Feb 3, 2004 23:33:45 GMT
* Adds gags and raise dead scrolls to "the list" *
^.^
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Post by addicted2rpg on Feb 4, 2004 0:46:15 GMT
I like the comment about calf roping Phoenix. Very insightful. Don't forget a stat factor, because the world champion can do it in 7 seconds, but I don't think I could.
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Post by Phoenix on Feb 4, 2004 15:55:51 GMT
Granted, but children can do it pretty quick too, I've seen it. Also, they are doing much more than simply binding someone. Also the calf is moving, with timestop your subject isn't.
Got to remember, all you have to do to 'catch' someone (prone) is wrap their arms 5-6 times and their feet a couple. Tie the knots and double check the bindings after the 9 seconds of timestop. Heaven forbid you have to rope ready with a few knots already tied (lasso style for the hands and feet to start)... And that's just ropes, shackels, would be much easier.
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