How do you tie someone up!?

Garthanos

Arcadian Knight
fairly straight forward question are there RAW for tying somebody up? The only thing I can find is escaping from restraints with Acrobatics.

Also are there any spells which restrain... or cage the enemy, sleep is the closest effect I could think of.

Do I need a new class for net or whip fighter... (gladiators)?
 

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So far in my games the closest thing to being tied up I've had was one of the characters captured by the bad guy so the rest of the party had to go save her, and when they found her she was chained to the wall.

I ruled that as Restrained (seeing how the chains were about 3 feet). The player felt chained up and nobody complained, so I figure that worked well.

I would like to add, though, that rendering the players helpless is rarely "fun" unless they're freed fast or can free themselves relatively easily. Sitting around and having to figure out what obscure plan you've detailed for them to discover to free themselves is boring and often considered railroading.
 

fairly straight forward question are there RAW for tying somebody up? The only thing I can find is escaping from restraints with Acrobatics.

Also are there any spells which restrain... or cage the enemy, sleep is the closest effect I could think of.

Do I need a new class for net or whip fighter... (gladiators)?

Easy way --> Auto Succes if in need of a simple knot
Hard way --> Int check to know a knot, Str check to make it tight :)
 


House-rule:

Dexterity check sets the DC for any escape attempts. A character with training in Nature (from hunting), Athletics (from mountaineering), Dungeoneering (from spelunking) or with a sailing background adds +5 to his Dexterity check.
 

Tying a creature up is a plot device.

The Restrained condition isn't that bad and it's up to the DM if powers can be activated while bound/gagged ect...
 

The first power that come to my mind when restraining is mentioned is the the fighter 23 encounter "Cage of Chains". Boiled down, it essentially lets you attack, then if your wielding a flail, and are adjacent to the target at the end of your turn, they are restrained till the start of your next turn.
 

You can use the history skill to tie people up. "We've captured you, and, as is customary ever since the beginning of adventuring, you are tied up."

Luckily you can also use history to escape. "As is traditional, there is always a sharp scrap of metal or shard of stone to rub the bonds against to break out."
 

Consider making the effort to get out a skill challenge -- it could take a variety of different skills (acrobatics to wriggle free, athletics to burst free, thievery to manage to untie the knots). Then you can decide that a "round" in the skill challenge requires one minute of game time.

Another interesting wrinkle: rather than ending the challenge at 3 failures (I mean, would the PC really stop trying?), you can allow an unlimited number of failures, but make the DC +1 higher every time the PC fails a check (as the knots get tighter and tighter, etc.)

Set the DC at an appropriate number -- probably at least the hard DC in the (revised) DMG.

-rg
 

House-rule:

Dexterity check sets the DC for any escape attempts. A character with training in Nature (from hunting), Athletics (from mountaineering), Dungeoneering (from spelunking) or with a sailing background adds +5 to his Dexterity check.
I do have multiple reasons for the question... PC's wanting to tie npcs was the first in mind.

I like this one for the non-power/ie non combat.. version of an I tie them up action... (what conditions are required)

Can one advance from grappled... to restrained.(tied up)?

Cage of chains seems a good one to pattern after for creating a whip user... and maybe even the net wielder... some other powers with pull effects seem whip related ;-)..

Perhaps a nice web spell... we have one of those dont we?

If zero hit points can mean unconcious perhaps that can be expanded...
 
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