Dealing with entanglement

ThatGuy

Mongoose
Once a character is entangled how is the level of success determined in order to utilize the slip free or damage weapon CMs?

Is it an abstract "attack and defend" situation, with the combat styles being rolled against?

It certainly can't be the "original roll" because that would mean one critical whip or net throw would be a fight ender (which it might be, but eventually you could break out, right?).

Any opinions / advice?
 
If you have been entangled then to break free you need to gain an appropriate Combat Manoeuvre.
If you gain a CM while defending yourself you could slip free, try to disarm the opponent or try to damage their weapon.
If you gain a CM while attacking you could disarm or damage but not slip free (because that is a defensive CM).

You don't need any special level of success or opposed roll.

E.g.
Bob entangles Phil with a whip attack around the chest.

Phil attempts to attack Bob at -20% using his dagger. Bob 'parries' with his whip skill. Phil succeeds and Bob fails so Phil tries to damage the whip. Phil can't actually damage Bob with the dagger due to reach. Phil doesn't do enough damage to cut the whip.

Next action Bob attempts to trip Phil with the whip. (Bob's whip skill vs Phil's Evade). Bob fails again and Phil succeeds again. Phil gets a CM and chooses slip free.
 
Only thing is...

Isn't the trip manouever automatic? As in, the original successful roll?

Or is it a new attack completely? and not really automatic at all, just an added CM that is available?
 
ThatGuy said:
Only thing is...

Isn't the trip manouever automatic? As in, the original successful roll?

Or is it a new attack completely? and not really automatic at all, just an added CM that is available?

It's oddly worded. what it says is "On his next action the wielder may spend a Combat Action to make an automatic Trip Opponent attempt."

Note the word attempt. i.e. what happens is that once you have entangled someone you can attempt to trip them instead of attacking and hoping for a CM.

E.g.
Indy has entangled Badguy with his whip. On indy's next action he elects to trip them.
He makes an opposed roll of his skill vs Badguy's Evade. Say Indy succeeds and Baduy fails then Indy trips him and can gain an extra CM as well. Even if Badguy succeeds, providing Indy wins the opposed roll, Badguy is still tripped.
 
Maybe use the original attack roll that entangled to determine the chance of the 'automatic' trip attempt?

...assuming your players have got used to remembering their rolls and not just scooping their dice up quickly. :lol:
 
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