Are there Drag Damage Rules?


Rules Questions


Ok so one of my players wanted to know something, we house ruled it last game but I would like to know if legit rules exist.

They lassoed a orc and their wagon was being pulled by a team of horses at full run. They dragged the orc off the horse and down the road behind them. I rolled damage every round as if the orc was taking fall damage equal to the amount of rope they let out, so 30 foot fall damage each round.

But are there rules?

Shadow Lodge

Don't think so, but I don't think a drag would do more damage based on how much rope is let out, whether it's 10ft or 100ft. More likely should be based on how fast they were going.


Yes but I dont know how to find that out. Fall damage at least had set rules. And if you have 5 feet out the ground is moving faster, but further away its slower and each impact is allowed to fully bunce you around.

Centaurs have 50 ft per round and thats without something like fleet. How would you have ti do damage.


I would probably just say it does 1d6 lethal damage each round of dragging. I would allow a reflex save each round to halve the damage. And perhaps an even higher reflex save each round to get up and start running behind it. Of course, the wagon would need to be moving slower than what the person being drug could move to be able to run behind it. Remember that as a full round action you can run up to 4 times your base speed. But exhaustion rules should also come into play here too. You can't run like that forever. Then it's back to being drug on the ground.

While this might not seem fatal to PCs, remember PCs are special. Most NPCs are level 1 or 2. They're going to have maybe 10 or 12 hp. A d6 of damage (assuming no successful save) kills them in just 4 rounds on average. 24 seconds. Sounds about right to me.

Adventurers are made of sturdier stuff, and should have a shot at survival. So should their higher level enemies.


Centaur character who harpoons (3.5) or nets his opponent and full out runs thats 200 feet per round, no normal character can match that to catch up.


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The Cube of Rubix wrote:
Centaur character who harpoons (3.5) or nets his opponent and full out runs thats 200 feet per round, no normal character can match that to catch up.

And?

I'm confused, what does that have to do with your original scenario?

Keep in mind that net or harpoon or whatever should also give a chance to cut or break the rope assuming their hands are not bound.

Of course if your hands are bound you were probably in a position to be easily killed anyways.

If your point was that a centaur could drag a PC without a chance of them standing up to run behind them, then sure I agree. And that makes sense. Of course the centaur may also become exhausted before the character dies. Or the character may free themselves.


Also a single character trying to drag another should probably involve a CMB vs CMD check or allow an opposed strength check


I was thinking an opposed Str Roll.

And the original scene was what inspired the second idea.


If a wagon is pulling you at 30 mph, you are moving at 30 mph wether you're strung from 10 ft of rope or 100. The rope would have to be getting longer and longer for you to be continuously moving slower.

I would venture a guess as to relatively small damage over time, like simply 1d6 per round, damage total divided in half between both lethal and subduel. This emulates both the ability to be slammed around until falling unconscious and the potential for serious damage like road rash and broken bones.

Perhaps also a speed adjustment, like 1d6 for every 10mph movement speed, ignoring the first 10mph (running speed, 6min mile) just like falling damage.

Scarab Sages

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I'd have the damage be straight non-lethal unless you're dragged over an area of caltrops or thorns. It's still deadly as non-lethal becomes lethal pretty quickly once you're passed out.

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