Re: Breaking Chains and other feats of strength
Posted: Mon Jun 02, 2014 6:10 pm
Good question, angelicdoctor. I can think of a couple ways I would do it depending on how much time I wanted to dwell on the subject.
The first option is I would probably assign a S.D.C. value to the chains (40 - 60 S.D.C.) and then have the chained character use their strength in an attempt to damage the chain -- perhaps 1D2 damage plus any hand-to-hand strength bonus. This way, it may take some time before the character can escape (if at all). You might want to assign an A.R. (10 - 12) to the chain to represent the natural hardness of the metal and have the character roll to hit using just attribute bonuses as modifiers to the roll to see if they even damage the chain in the first place. A low S.D.C. (and A.R.) chain would be a rusty, poor condition chain while a chain with a high S.D.C./A.R. would be top notch quality. Since a chain is only as good as its weakest link, I would probably have a character who does damage equal to 25% of the chain's total S.D.C. has broken the weakest link freeing the character.
The other method which isn't as true to the Palladium system but simpler and probably quicker, is I would assign a rating of 3% to 5% times the character's P.S. with the final number equally the percentage chance of breaking the chain. Any attempt to break the chain will take 1D6 rounds. If it a sturdy chain, then use the 3% x P.S. and if it is a rusty old chain, then use the 5% x P.S. and a normal chain would be 4% x P.S..
For example, a character with a P.S. of 12 would have a 36% chance to break out a heavy duty chain, 48% to break a standard chain, and 60% to break an old weak chain. Every attempt (no matter the strength of the chain) will take 1D6 rounds of the character's time.
Naturally any of the numbers used above can be adjusted to the GM's own tastes.
Cheers,
Tim
The first option is I would probably assign a S.D.C. value to the chains (40 - 60 S.D.C.) and then have the chained character use their strength in an attempt to damage the chain -- perhaps 1D2 damage plus any hand-to-hand strength bonus. This way, it may take some time before the character can escape (if at all). You might want to assign an A.R. (10 - 12) to the chain to represent the natural hardness of the metal and have the character roll to hit using just attribute bonuses as modifiers to the roll to see if they even damage the chain in the first place. A low S.D.C. (and A.R.) chain would be a rusty, poor condition chain while a chain with a high S.D.C./A.R. would be top notch quality. Since a chain is only as good as its weakest link, I would probably have a character who does damage equal to 25% of the chain's total S.D.C. has broken the weakest link freeing the character.
The other method which isn't as true to the Palladium system but simpler and probably quicker, is I would assign a rating of 3% to 5% times the character's P.S. with the final number equally the percentage chance of breaking the chain. Any attempt to break the chain will take 1D6 rounds. If it a sturdy chain, then use the 3% x P.S. and if it is a rusty old chain, then use the 5% x P.S. and a normal chain would be 4% x P.S..
For example, a character with a P.S. of 12 would have a 36% chance to break out a heavy duty chain, 48% to break a standard chain, and 60% to break an old weak chain. Every attempt (no matter the strength of the chain) will take 1D6 rounds of the character's time.
Naturally any of the numbers used above can be adjusted to the GM's own tastes.
Cheers,
Tim