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Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Xndar
Notary I Diona stops by the Quartermaster's office and inquires as to whether or not non-lethal cudgels for the subdual of suspects or those resisting arrest might be in supply.

In the event that they are not, she would request permission to seek out potential suppliers of such goods to see about arranging a commission for such items to be made.


((Basically my thought is that Clubs are usable by every class, so it would make sense for the Harmonium to have invested (or to invest currently) in the creation of magical 'stun sticks' for riot control and arrests. I'd imagine a Club with 'No Combat Damage', -4 damage (to partially negate Str Mod damage), +4 to AB, On Hit: Stun 100%, DC 22 or higher, maybe with 1 Electric Damage if we wanna go the literal 'stun stick' approach.

While this would require a custom item from the toolset to be distributed by a faction vendor or something akin to such, I'd like to try to commission a PC enchanter to get more RP involved in the process. ))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Sunshine
((Cool idea! I suggest to switch Stun for Daze though. Stunned creatures can be Sneak Attacked IIRC and a TWF rogue with two of those... well. :D ))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Xndar
((Well, that would kinda depend on how they were distributed. If they're Harmonium-exclusive, you aren't apt to see too many rogues using them to begin with, much less dual-wielding rogues (clubs are Medium weapons and thus not finesse-able), so Stun isn't as much of an issue...if they'd also be available to the public, then Daze makes sense.

I'll leave the distribution question to the DMs...I don't really care either way so long as its easily (if not freely) available to Harmonium after the RP is completed. :P))

[EDIT] ((We could make Mancatcher Halberds with the same stats as above, including Stun/Hold...and give the Clubs Daze instead?))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *WhenWizardsWar
//its a nice idea BUT and someones bound to say it, it would be rp only since we cant actually strike te law breakers anyway.

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Sunshine
(( I expect those things to spread- I know at least....hgnnnn...... <classified>. Lets say faction gear spreads too :P

The Mancatcher Halberds would be very good- can you add the Dimensional Anchor effect they should have, too (I know redundant as soon as they are held/stunned but would it not be cool :P? And yes, then Daze clubs.))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Xndar
((Why would it just be RP? Of any play group in the Cage, Harmonium are the most likely to get involved in PvP scuffles (rare, I know, but they happen) and even if they don't initiate PvP combat mechanically, you'd at least be able to say "hey, make a few saves save vs this DC or be dazed as I crack your skull with this club about three times this round...you can check out the stats".

This also has PvE applications for DM events if a Hardhead wants to disable a perp for questioning as opposed to killing them, and might even be good in grinding with a group if you want to play crowd control melee style.))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Viann
((I'll be honest. I don't think I'd use it, because Nica is a weaponmaster using scimitar, and using any other weapon type would just make her so much worse in combat that I'd forfeit any victory to the opposition unless they were completely underwhelming, in which case I think we'd still sort it out via dialog.

Also if I've learned anything about players, they will not yield in PvP unless they have no way to win, or until they're beaten anyway. I don't think the stun or daze ability would convince the other player of either, and I say player... because in PvP situation were are more likely to play against the player than the character. They are more likely to get immunity to mind-affecting from a wand or casting really.

Based on few in game encounters as a Hardhead, it feels like it's completely driven by collaboration. Problems occur the moment the other player doesn't feel like playing along. I've not got into PvP at all because of Harmonium duty, ruffled some feathers definitely, but it has seemed to stay all co-operative.

I do think that there might need to be some more complex system for subdue vs escape, for when you want to decide whether a criminal gets away, or if you manage to take a hold of them. And not have them just sit around talking big unless they want it to lead to a real fight. So a "stun rod" or "planar mancatcher" might be a nice if instead made into a IC tool. Like... have the Planar Mancatcher have an "aura" where the "tagged" character has to roll something to flee your "aura" or be ported next to you.

That said, I think this is a cool IC deal! =) ))

Equipment For Subduing Offenders

Posted: Fri Mar 11, 2016 12:00 am
by *Darkrob
You should move this to the idea forum. This one is for RP.

Equipment For Subduing Offenders

Posted: Sat Mar 12, 2016 12:00 am
by *Xndar
(True, but this did get started by an IC request, which I'd like to try RPing out, once an answer is given, as it's a logical one to make from an IC standpoint)

Equipment For Subduing Offenders

Posted: Sat Mar 12, 2016 12:00 am
by *Darkrob
//the request was IC but the mechanics are ooc and currently unavailable. See if the mechanics can be applied (via the Idea forum) and then, if so, bring it up here.