Hostage Situation
Publié : 26 août 2019, 20:33
So I have a question and proposed solution to something I ran into.
Someone surprises a PC and/or ambushes them and puts them in a grapple/hold. They hold a dagger or sword to their throat and threaten to kill the player unless the party complies.
Meta determines that the players might risk it since they won't kill the player, or they might get mad at the GM for doing a non-mechanical kill on a PC just to spite the party.
I wanted to determine a ruling for gameplay mechanics for dealing with this so they take the threat seriously and don't wiggle out of it. How should we handle this?
Since most players only have 19 HP (5+5+4+4+1) I found a rather coincidental way of making the damage to off them at full HP make sense.
One, the entrapped player gets no Defense. They can't move, retaliate, or block.
Second, the attacker will get a crit by default. This means 10+5 (10 die roll, +5 bonus for crit)
Third, with NO defense mucking up his margin, thats a flat 15, then add weapon damage on top of that. For example, a dagger has a damage of 1, sword is 2, etc.
This means that a hostage can take 16-17 HP and have just a slim chance of surviving it (2HP). If you are already wounded, you are pretty much guaranteed to die.
Since you aren't really in combat I wasn't sure if you would get to add your Close Combat domain to the score, but that would result in an insta-kill if you had 3 or more in that domain. Close Combat I guess could be considered something you might use for grappling or assassinations.
An alternative could be to MAKE them spend a Survival point to avoid being killed.
Thoughts?
Someone surprises a PC and/or ambushes them and puts them in a grapple/hold. They hold a dagger or sword to their throat and threaten to kill the player unless the party complies.
Meta determines that the players might risk it since they won't kill the player, or they might get mad at the GM for doing a non-mechanical kill on a PC just to spite the party.
I wanted to determine a ruling for gameplay mechanics for dealing with this so they take the threat seriously and don't wiggle out of it. How should we handle this?
Since most players only have 19 HP (5+5+4+4+1) I found a rather coincidental way of making the damage to off them at full HP make sense.
One, the entrapped player gets no Defense. They can't move, retaliate, or block.
Second, the attacker will get a crit by default. This means 10+5 (10 die roll, +5 bonus for crit)
Third, with NO defense mucking up his margin, thats a flat 15, then add weapon damage on top of that. For example, a dagger has a damage of 1, sword is 2, etc.
This means that a hostage can take 16-17 HP and have just a slim chance of surviving it (2HP). If you are already wounded, you are pretty much guaranteed to die.
Since you aren't really in combat I wasn't sure if you would get to add your Close Combat domain to the score, but that would result in an insta-kill if you had 3 or more in that domain. Close Combat I guess could be considered something you might use for grappling or assassinations.
An alternative could be to MAKE them spend a Survival point to avoid being killed.
Thoughts?