Pizza Lord |
As the DM, you are perfectly within your right to restrict something especially if it will derail the campaign or make it too easy for one character to ignore the main points. Similarly, if you've told a player you don't want them to play a psionicist because you aren't comfortable with those rules, then if they keep pushing it, they are being a jerk. If you aren't comfortable with child-molestation, and they keep insisting that a character concept involving rape and abuse is within the rules (and even if it's a GREAT reason why they should be in prison), they can screw off.
This is especially true when you come out and say that the campaign will be starting/based in a prison with the PCs as prisoners. At that point, naturally players will think they should all just be monks. No need for weapons, can't have anything confiscated, etc. But if the point of the adventure is you want them using improvised weapons, getting creative in defeating opponents, and having to hide their gear or risk losing it, then any player using a character that will easily cut the whole challenge and point of the story should be told so. They can play a psion or a monk any other adventure.
That being said, there are things that can be done to restrain prisoners like monks. Typically anyone who ends up in prison is going to be relatively known, at least enough because of their supposed deeds to end up in prison (although the option that the PCs have all been framed for a crime they didn't commit by the Big Bad Guy is probably the go-to plot).
Unless your player can come up with a great reason why his PC is the 'mysterious stranger' or has never once exhibited his fighting skills, then just assume that the jailors either know or suspect rather accurately to skill level of their prisoners. Even if they are initially martial-arts enigmas, the very first time they ever punch someone like they're swinging a mace, word will get around. It's a prison and prisoner's have very little else to do and most can't just walk away from gossip around them and there's always someone willing to share a rumor with a guard for a little extra something, even sunlight.
As has been suggested, rather than maiming or torturing, monks are forced to wear heavy padded vests which count as medium armor and are locked shut. Alternately, the dungeon rings could function as modified loadstones only instead of just halving speed, they are always just heavy enough to ensure a character is at medium encumbrance.
Characters with Unarmed Strike (or just any prisoners when being moved or transported) are fitted with padded mittens that reduce damage to subdual instead of lethal (but then monks can still strike with knees, elbows, and head so not the best defense against them).
This will ensure a monk character can roam around and adventure like any other but without being overwhelming in unarmed fights, at least any more so than a good fighter with unarmed strike. They'll still do more damage but they'll lose their flurry and speed as well their monk bonuses that make them difficult to hit when unarmored (of course, the medium padded vest should compensate for that AC wise to make up for it.)
As for spellcasters, guards can work in pairs (an always should at least work in pairs), one should wait out of sight but in hearing range while the other has earplugs while feeding the mage or doing whatever to prevent having commands issued, if the guard outside hears anything remotely spell-like or just indistinguishable (even without Spellcraft checks) he takes appropriate action.
Gags, blindfolds, or closed-face helms with solid face visors can effectively silence or bling a caster to prevent targeting, heavy gloves can at least cause arcane spell failure rolls. These can be overcome with metamagic feats, but that's perfectly fair, since that's what they're for and will at least keep the power level of the spells lower to compensate for increased casting level. Restricting material components works well, but you can allow players to attempt substitutes (rat fur instead of bat fur, or a pinch of fungus instead of rose petals), possibly with checks for random effectiveness of the spell.
Just options.
Bandw2 |
Bandw2 wrote:... wraith... pls... use the edit button... you're scaring the children.LOL. I really am lost here. If I made a typo message me so I can fix it. If you think my finding out about them using some psionic rules in an actual(official) game might scare someone then.... :)
you double and triple post all the time, that's what's scary.
wraithstrike |
wraithstrike wrote:you double and triple post all the time, that's what's scary.Bandw2 wrote:... wraith... pls... use the edit button... you're scaring the children.LOL. I really am lost here. If I made a typo message me so I can fix it. If you think my finding out about them using some psionic rules in an actual(official) game might scare someone then.... :)
My psicrystal handles the phone. I handle the laptop. That is how it goes. :)
UnArcaneElection |
What are the.PCs in for, anyway? This could make a big difference in how much the jailers know about them -- assuming the existence of something like a police report (not necessarily a safe assumption), the jailers might know quite a bit about them. If the PCs were framed, whoever framed them might have gone to the trouble of informing the jailers in detail, even in the absence of a formal police report (of course, the framing plot might require omission and/or fabrication of certain details). Also, depending upon the affiliation of the jail, the jail might have someone specialized in finding out these things, such as an appropriately trained and equipped Inquisitor.
Also, how well does the jail and the police/judicial system represent the regional predominant alignment? I would be surprised if corruption in these systems didn't happen on Golarion as much as on Earth, especially if privatized (fitting in with the low-budget scenario).
With respect to Monks falling due to chaotic acts (such as a jailbreak), if I recall correctly, the consequences are much less severe than for Paladins, Clerics or Druids or even Barbarians -- they do not lose any existing class abilities, and just cannot gain more levels of Monk until they atone (which should not be required in the case of unlawful arrest/incarceration).
Kayerloth |
I would blindfold the psion so he can not select any guards as targets. Better yet put some iron mask on him with a lock so it does not fall off by accident. :)
This
I had a character once, a Mystic Theurge, for whom nearly her entire spell list (particularly prior to her mid teen levels) was chosen with the knowledge that a large chunk of it would be used with Still, Silent, or Eschew metamagic applied. One of her favorite ways to enter combat was in Gaseous Form which didn't slow her casting ability much at all. Along with emphasis on "face" skills such as Diplomacy, Bluff and Sense Motive she was a walking nightmare to imprison in anything resembling a normal manner. Of course much of her dangerous nature was because 99+% of the time she wouldn't appear any more dangerous than the next 'joe' so simply knowing who/what you are dealing with is most of the battle.1) Keep all portions of the cell interior visible to any guard(s) looking in. No corners, no space 'behind' the door, no bunk with sheet to hide under etc..
2) Block LOS ... blind folds, a helm with solid visor, or even just a cloth bag over the head are all very useful and very mundane ways to prevent anything/spells/SLA's being used which require targeting whether an object, creature or point of origin.
3) Do what law enforcement everywhere does, outnumber them!. Got one dangerous prisoner to move/handle do not bring just one, or two, or three guards ... bring 6 or 8 and be prepared to call in backup as needed asap. Guards at range with a bars, walls and windows/arrow slits between should be present as well to freely use attacks at range while protected from melee by said bars, walls and windows should the prisoner attempt anything.
4) Use your "Special Substances and Items": Tanglefoot and Thunderstones etc.. Guy moves 'wrong' and they should be covered in goo at the least.
5) The prisoner should be blind with shackles and manacles every time they leave the cell (or even all the time) and have the prisoner stick his hands/legs/limbs out to place as many restraints as possible on him before the cell door is even unlocked or opened.
6) Unless necessary don't directly handle/touch the prisoner. Use a mancatcher or rabies pole (solid staff with noose) or similar devices, potentially in pairs, so the guards can pull in opposite directions as needed for control. Nothing says the prisoner can't be told to move directly from the cell into a wheeled barred cage to be rolled where ever for questioning, court hearing etc..
7) Drug them into a stupor ... exact game mechanics up to you.