BLAMM!
|
I have a, let's say "creative", player in my regular game. He has commissioned a blacksmith to make him a bear trap with a handle attached so he can use it as a melee weapon. The idea being that he holds onto the handle, and thrusts it at an opponent so that it snaps closed. Then presumably he has the opponent grappled as long as he holds on to it. He even planned a safety catch so he can carry the thing without it going off accidentally.
While I'm not against the idea (I think it's hilarious) I want to be prepared to rule on how this thing will work in game.
Effect
Atk +10 melee (2d6+3); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check
I'm contemplating the following rules:
- It requires a full round action to set the trap.- Unless he takes the feat Exotic Weapon Proficiency[Beartrap] he'll take the -4 non-proficiency penalty to his attack.
- The attack will be against Touch AC
- After he successfully makes his attack, the beartrap has to make its own attack. i.e. his thrusting it against a creature springs the trap as if the creature had stepped into it on the ground initiating an attack roll.
- If the trap's attack is successful, the damage is done, and the trap is attached to the creature. Both the creature and the wielder gain the grappled condition with the wielder being the grappler.
- The creature can attempt to make one of the checks to escape the trap, or can make a CMB check to escape the grapple with the wielder.
- If the wielder escapes the grapple, he still has he grappled condition until he escapes the trap.
- The bear trap grants a +2 bonus to anyone attempting to grapple the creature as long as it remain attached.
Have I missed anything? Any suggestions?
| Cheapy |
I swear we've had this discussion before.
BLAMM!
|
Ok, I read that link until it devolved into a flame war, but there wasn't much there to assist me. The concept here isn't to attach the bear trap to another weapon, which is what that thread pretty much concerned itself with. It's to modify the bear trap so that it is a weapon all by itself. I think the idea isn't as particularly far-fetched as attaching one to the end of a hammer. And the player isn't a munchkin or cheese-monkey or whatever term is in vogue nowadays. He just had a humorous idea that I'm letting him run with.
I just thought I'd collect some thoughts on adjudicating the thing. I don't want to deny it outright because the idea isn't completely outlandish, and it would be fairly simple to construct once the idea had occurred. I also enjoy figuring out how to deal with crazy ideas.
The problem with most crazy ideas that players come up with is that they rarely think of the downside. They only think of the totally awesome cool thing they're going to do. Then I slap them with a good dose of rule mechanics reality. In general I allow a player to try anything they want to do. Then I follow it with the die rolls they need, the money they need to spend, and the restrictions and disadvantages of the idea. If they still want to do it, more power to them. This is the fodder from which good stories are made.
Well, that turned into a rant. Sorry about that.
| Harley Quinn X |
Hi BLAMM!
You may want to look into adjusting the Mancatcher to make the weapon. It's similar to what you want, but you'd probably have to make it stronger. In order to incorporate a bear trap, you'd probably give it a stronger damage, but make it a full-round action to "reset" the trap.