I noticed a modest number of Rogues train the Garrote CM. I'm curious what your (whether or not you train it) thoughts are about this maneuver. Does it actually get used, or is it trained just for the RP/PvP aspect of it? If it's not being used, what could be done to make it a more viable hunting style?
GameMaster Oscuro
Rogue Team
Cleric/Empath Team
Re: Garrote on 08/26/2010 09:06 PM CDT
When I had it, I had it simply for RP and the PvP aspect. If you time it right you can slip into hiding between the strangle cycles, which does make it a bit viable on the field... but being in the open with nothing but a wire in your hand and hard RT cycles isn't the best idea in areas that tend to swarm.
If I was going to make two suggestions. The first would be to make it so you can drag something off while you're garroting it.
Rogue pulls the garrote tighter into the troll's neck and drags it west with him!
The second suggestion would be to make prayer beads usable as garrotes.
Just because.
.jaired
W.W.O.P.D.
If I was going to make two suggestions. The first would be to make it so you can drag something off while you're garroting it.
Rogue pulls the garrote tighter into the troll's neck and drags it west with him!
The second suggestion would be to make prayer beads usable as garrotes.
Just because.
.jaired
W.W.O.P.D.
Re: Garrote on 08/26/2010 09:27 PM CDT
Never trained it because I couldn't see being in combat "empty handed" for any and all defensive purposes.... Way too much risk of death for reward.
- Andreas
EES Website: http://www.gsranger.net/
Foraging Galore: http://www.gsranger.net/guides/foraging/
PRO Resources: http://www.gsmeetinghalls.com/
- Andreas
EES Website: http://www.gsranger.net/
Foraging Galore: http://www.gsranger.net/guides/foraging/
PRO Resources: http://www.gsmeetinghalls.com/
Re: Garrote on 08/26/2010 10:08 PM CDT
Dragging victims into hiding and not having the garrotes break (permanently, there could be a failure revolving around the garrote slipping or some other temporary thing).
Also, if it just went faster. I forget the exact amount of time it takes - but it's not fast by any means.
I untrained the skill after I went to show it to somebody and my garrote broke. On a rolton.
-Keleborrn.
Also, if it just went faster. I forget the exact amount of time it takes - but it's not fast by any means.
I untrained the skill after I went to show it to somebody and my garrote broke. On a rolton.
-Keleborrn.
Re: Garrote on 08/26/2010 10:09 PM CDT
Re: Garrote on 08/26/2010 11:06 PM CDT
>Dragging victims into hiding
Yeah, this would be key in my opinion. Give it synergy with shadow mastery and/or silent strike.
Seeing things just suddenly disappear (and slowly suffocate in the shadows) from a line of creatures is just so classic roguery.
Also, maybe allow it to be done without a wire at rank 5 (sleeper-hold-style). Speaking of sleeper-hold, sleep-effects worked into this for non-lethal attempts would be cool (though I suppose it could also be a totally separate cman).
And yeah, there's really no good reason to have garrotes break. At least given the fact that nothing else in the game has breakage.
- Greminty
Yeah, this would be key in my opinion. Give it synergy with shadow mastery and/or silent strike.
Seeing things just suddenly disappear (and slowly suffocate in the shadows) from a line of creatures is just so classic roguery.
Also, maybe allow it to be done without a wire at rank 5 (sleeper-hold-style). Speaking of sleeper-hold, sleep-effects worked into this for non-lethal attempts would be cool (though I suppose it could also be a totally separate cman).
And yeah, there's really no good reason to have garrotes break. At least given the fact that nothing else in the game has breakage.
- Greminty
Re: Garrote on 08/26/2010 11:10 PM CDT
I'll agree with everyone above, and say that it's an awful long time to stand there in hard RT with nothing useful in your hands.
I found it to be satisfying as heck exactly once - in a CvC situation, getting revenge on someone who made my lower levels miserable, then disappeared for a couple years. Most of the satisfaction was due to the fact that it did take so long, and I could play it up while she sat there, knowing it was coming, and unable to do a thing about it.
But, yeah. It has very little use in the field, unless you're in an incredibly slow genning hunting area.
I found it to be satisfying as heck exactly once - in a CvC situation, getting revenge on someone who made my lower levels miserable, then disappeared for a couple years. Most of the satisfaction was due to the fact that it did take so long, and I could play it up while she sat there, knowing it was coming, and unable to do a thing about it.
But, yeah. It has very little use in the field, unless you're in an incredibly slow genning hunting area.
Re: Garrote on 08/27/2010 02:48 AM CDT
Dragging the target into hiding/different rooms would have benefits mechanically and RP wise.
Faster speed with more ranks in the skill.
Being able to use the target as a shield against incoming attacks. Size difference and MOC would be big parts of this. Like-sized player and target would be able to block say 5. Smaller player with a larger target would be able to block +3 more targets. Larger player with smaller target would be able to block -3 targets. The number of targets can be increased by +1 for every say 10 MOC ranks.
>Sensing an incoming attack, you swing the strangling troll's body in-between you and the sword/arrow/cast! Success! Troll is hit for x damage!
(Insert normal combat calculations just as if the attacker targeted the troll)
>>Sensing an incoming attack, you swing the strangling troll's body in-between you and the sword/arrow/cast! Failure! Attack is too fast to position yourself properly.
Bonus for success each round for being taller than the target (giant player versus kobold target).
>Levering your greater height, you push the kobold to its knees as you continue choking the life out of it.
Fall damage (impact) possible (after initial round) for being shorter than the target (halfing player versus troll target) to compensate for lower success rate.
>Sharp wrench and push of the wire pulls the the troll off-balance causing it to land heavily on its side. (Success)
>Awkward tug of the wire causes the troll to land on its back, pinning you underneath it. (Minor failure, greater chance to kill it, but loss of DS.)
If you stop the garrote early (one creature in the room becomes two) you can kick the original target to the ground or some other such interesting disabler (for a second or two of rt) if you choose to.
-farmer
*
Faster speed with more ranks in the skill.
Being able to use the target as a shield against incoming attacks. Size difference and MOC would be big parts of this. Like-sized player and target would be able to block say 5. Smaller player with a larger target would be able to block +3 more targets. Larger player with smaller target would be able to block -3 targets. The number of targets can be increased by +1 for every say 10 MOC ranks.
>Sensing an incoming attack, you swing the strangling troll's body in-between you and the sword/arrow/cast! Success! Troll is hit for x damage!
(Insert normal combat calculations just as if the attacker targeted the troll)
>>Sensing an incoming attack, you swing the strangling troll's body in-between you and the sword/arrow/cast! Failure! Attack is too fast to position yourself properly.
Bonus for success each round for being taller than the target (giant player versus kobold target).
>Levering your greater height, you push the kobold to its knees as you continue choking the life out of it.
Fall damage (impact) possible (after initial round) for being shorter than the target (halfing player versus troll target) to compensate for lower success rate.
>Sharp wrench and push of the wire pulls the the troll off-balance causing it to land heavily on its side. (Success)
>Awkward tug of the wire causes the troll to land on its back, pinning you underneath it. (Minor failure, greater chance to kill it, but loss of DS.)
If you stop the garrote early (one creature in the room becomes two) you can kick the original target to the ground or some other such interesting disabler (for a second or two of rt) if you choose to.
-farmer
*
That's just what we want, criss-crossing furrows all over the town streets from someone wandering through with their animated plow super buddy. |
-Strath |
Re: Garrote on 08/27/2010 04:45 AM CDT
Personally I think garrote should be a quick neck-snapping maneuver involving a whipping motion with the garrote wire followed by a grab with the empty hand and a sharp twist to break the victims neck.
I am not 100% for an instant-kill maneuver, but rogues already ambush (which is pretty darn lethal!!!)
I also think it would be nice if this maneuver could be performed in defensive stance with no CML reduction. But would be more of a strangling (as currently implemented) when used in guarded or defensive stance. Stance neutral through offensive would yield increasing effectiveness (less RT) on a successful attempt.
Extreme success (175+ endroll) results in a neck-breaking, instant kill.
some numbers to toss around...
D100 results
101-115 = loose hold, target may break free regardles of strength, 3 rounds of struggling until dead (1 round = 7 seconds)
116-130 = decent hold, target may break free if stronger, 3 rounds of struggling until dead (1 round = 7 seconds)
131-145 = strong hold, target not likely to break free even if stronger, 3 rounds of struggling until dead (1 round = 7 seconds)
146-160 = stranglehold, target not likely to break free even if stronger, 2 rounds of struggling until dead (1 round = 7 seconds)
161-175 = stranglehold, target not likely to break free even if stronger, 1 round of struggling until dead (1 round = 7 seconds)
175+ = neck-snapper! instant broken neck and death if such a critical would normally slay the critter. If target does not die instantly, they have 1 round of struggling to break free of they die from strangulation. (1 round = 7 seconds)
-Fremie-
Moonshine Manor Officer
Events Team Leader
I am not 100% for an instant-kill maneuver, but rogues already ambush (which is pretty darn lethal!!!)
I also think it would be nice if this maneuver could be performed in defensive stance with no CML reduction. But would be more of a strangling (as currently implemented) when used in guarded or defensive stance. Stance neutral through offensive would yield increasing effectiveness (less RT) on a successful attempt.
Extreme success (175+ endroll) results in a neck-breaking, instant kill.
some numbers to toss around...
D100 results
101-115 = loose hold, target may break free regardles of strength, 3 rounds of struggling until dead (1 round = 7 seconds)
116-130 = decent hold, target may break free if stronger, 3 rounds of struggling until dead (1 round = 7 seconds)
131-145 = strong hold, target not likely to break free even if stronger, 3 rounds of struggling until dead (1 round = 7 seconds)
146-160 = stranglehold, target not likely to break free even if stronger, 2 rounds of struggling until dead (1 round = 7 seconds)
161-175 = stranglehold, target not likely to break free even if stronger, 1 round of struggling until dead (1 round = 7 seconds)
175+ = neck-snapper! instant broken neck and death if such a critical would normally slay the critter. If target does not die instantly, they have 1 round of struggling to break free of they die from strangulation. (1 round = 7 seconds)
-Fremie-
Moonshine Manor Officer
Events Team Leader
Re: Garrote on 08/27/2010 07:20 AM CDT
Re: Garrote on 08/27/2010 07:46 AM CDT
Fremie is on to something here.
The garrote in movies (esp. ninja/martial arts/covert assassins) uses a garrote as a silent, but instant kill from the shadows, there is no long choke out period.
Its akin to the hangman's noose. Once the trapdoor opens its the fall and sudden stop that generally breaks the neck causing instant death. Its the rare time that you strangle.
So, as an instant manuever with a cooldown period with a list of outcomes on Fremie's list for status conditions would make a lot of sense.
~Paul
The garrote in movies (esp. ninja/martial arts/covert assassins) uses a garrote as a silent, but instant kill from the shadows, there is no long choke out period.
Its akin to the hangman's noose. Once the trapdoor opens its the fall and sudden stop that generally breaks the neck causing instant death. Its the rare time that you strangle.
So, as an instant manuever with a cooldown period with a list of outcomes on Fremie's list for status conditions would make a lot of sense.
~Paul
Re: Garrote on 08/27/2010 08:34 AM CDT
A blood choke can take up to ten seconds (maximum) to render a (humanoid) victim unconscious. A very secure blood choke with little struggling on the victim's part can take as few as five seconds.
An proper air choke takes about twenty seconds, even with struggling.
Unfortunately, the use of a garrote is a type of air choke, whereby the victim passes out or dies from lack of oxygen thanks to the constriction of the wind pipe.
Since this is a fantasy game, a little leeway can be taken with results. In my opinion, speed and success should be based on the roll result.
An exceptional roll could result in a 5 sec RT, one round death crit (wrap around and snap the neck)
A very high roll could result in a 5 sec RT blood choke, with a death crit on the second round (via snapped neck or whatever).
A high roll could result in a 10 sec RT blood choke, with a death crit on the third round.
A good roll could result in a 10 sec RT blood choke, with the victim falling unconscious on the third round (read; sleep status) and being let go.
A moderate roll could result in a 20 sec RT air choke, with the victim falling unconscious on the fifth round.
A low roll could result in 20 sec RT of choking with the victim breaking free (earning the victim 5 sec of RT for the effort).
A very low roll could result 30 sec of RT with the victim breaking free (earning the victim 5 sec of RT for the effort).
A negative roll could result in the victim throwing you over their shoulder, leaving you prone.
It would be nice to have some hiding synergy. But it also makes sense to be revealed after one round (unless you got an exceptional roll) if there is more than one monster or character in a room.
Using the target as a shield would be nice with some evasion synergy.
~Eugenides, The Last
You monotonously drone, "Bwaaaaaaaaaah."
Aydan monotonously drones, "Bwaaaaaaaah."
A barn owl says, "Bwaaaaaaaaah."
From nearby, you hear Bristenn yell, "Bwaaaaaaaaaaaaaaaaaaaaaaah!"
An proper air choke takes about twenty seconds, even with struggling.
Unfortunately, the use of a garrote is a type of air choke, whereby the victim passes out or dies from lack of oxygen thanks to the constriction of the wind pipe.
Since this is a fantasy game, a little leeway can be taken with results. In my opinion, speed and success should be based on the roll result.
An exceptional roll could result in a 5 sec RT, one round death crit (wrap around and snap the neck)
A very high roll could result in a 5 sec RT blood choke, with a death crit on the second round (via snapped neck or whatever).
A high roll could result in a 10 sec RT blood choke, with a death crit on the third round.
A good roll could result in a 10 sec RT blood choke, with the victim falling unconscious on the third round (read; sleep status) and being let go.
A moderate roll could result in a 20 sec RT air choke, with the victim falling unconscious on the fifth round.
A low roll could result in 20 sec RT of choking with the victim breaking free (earning the victim 5 sec of RT for the effort).
A very low roll could result 30 sec of RT with the victim breaking free (earning the victim 5 sec of RT for the effort).
A negative roll could result in the victim throwing you over their shoulder, leaving you prone.
It would be nice to have some hiding synergy. But it also makes sense to be revealed after one round (unless you got an exceptional roll) if there is more than one monster or character in a room.
Using the target as a shield would be nice with some evasion synergy.
~Eugenides, The Last
You monotonously drone, "Bwaaaaaaaaaah."
Aydan monotonously drones, "Bwaaaaaaaah."
A barn owl says, "Bwaaaaaaaaah."
From nearby, you hear Bristenn yell, "Bwaaaaaaaaaaaaaaaaaaaaaaah!"
Re: Garrote on 08/27/2010 01:34 PM CDT
haha, yea Paul, that's exactly what I was thinking...
I forget which James Bond movie it is, but there is an opening scene where he has to garrote a few people in a certain amount of time for training or something...
That is where I got the idea...
I need a pocketed wristband to pull my garrote wire from now... hah!
-Fremie-
Moonshine Manor Officer
Events Team Leader
I forget which James Bond movie it is, but there is an opening scene where he has to garrote a few people in a certain amount of time for training or something...
That is where I got the idea...
I need a pocketed wristband to pull my garrote wire from now... hah!
-Fremie-
Moonshine Manor Officer
Events Team Leader
Re: Garrote on 08/27/2010 01:42 PM CDT
Re: Garrote on 08/27/2010 02:55 PM CDT
While I understand that garrote in GS doesn't work like the movies, that's certainly by design. Swinging a sword also doesn't take 5 seconds either, but we need to have there be a significant time investment for each kill, otherwise, there isn't anything to combat. Switching garrote to be akin to a 5 second kill just from a CM roll is unlikely. I like the idea of dragging the target, etc.
GameMaster Oscuro
Rogue Team
Cleric/Empath Team
GameMaster Oscuro
Rogue Team
Cleric/Empath Team
Re: Garrote on 08/27/2010 03:27 PM CDT
Re: Garrote on 08/27/2010 04:46 PM CDT
Re: Garrote on 08/27/2010 06:34 PM CDT
>While I understand that garrote in GS doesn't work like the movies, that's certainly by design. Swinging a sword also doesn't take 5 seconds either, but we need to have there be a significant time investment for each kill, otherwise, there isn't anything to combat. Switching garrote to be akin to a 5 second kill just from a CM roll is unlikely. I like the idea of dragging the target, etc.
True, it is not the movies, but it doesn't need to be significant as rogues do a LOT of 1 shot ambush kills in 5 or so seconds.
So...
Run the CML roll with various outcomes on how bad you "ward" the target.
The worst is an instant neck break for a 5 second kill.
Various other strangles for 5 + random X to Y for a choke kill.
Drag elsewhere is great for swarms to get them out.
Toss in a cooldown at the end that is based on the RT total the garrote took, a 5 sec instant kill gets the worst, a 30 second choke kill a simple 5 second cool down or none at all.
I think that assuages all sides bro.
:)
~Paul
True, it is not the movies, but it doesn't need to be significant as rogues do a LOT of 1 shot ambush kills in 5 or so seconds.
So...
Run the CML roll with various outcomes on how bad you "ward" the target.
The worst is an instant neck break for a 5 second kill.
Various other strangles for 5 + random X to Y for a choke kill.
Drag elsewhere is great for swarms to get them out.
Toss in a cooldown at the end that is based on the RT total the garrote took, a 5 sec instant kill gets the worst, a 30 second choke kill a simple 5 second cool down or none at all.
I think that assuages all sides bro.
:)
~Paul
Re: Garrote on 08/28/2010 12:12 AM CDT
it doesn't even have to be an "instant" kill...
let them die more slowly with an effective 100-150 per neck bleeder, helplessly unable to do anything as they are stunned for that amount of time as well (5-10 rounds).
without outside help, they will die... but the rogue is still free to move about after making the initial strike.
-Fremie-
Moonshine Manor Officer
Events Team Leader
let them die more slowly with an effective 100-150 per neck bleeder, helplessly unable to do anything as they are stunned for that amount of time as well (5-10 rounds).
without outside help, they will die... but the rogue is still free to move about after making the initial strike.
-Fremie-
Moonshine Manor Officer
Events Team Leader
Re: Garrote on 08/28/2010 10:22 AM CDT
I play a sorcerer so all special attacks like garrote suck. :) Of course, if I didn’t have something to share I wouldn’t be here.
Since we are going to have a new form of brawling combat some day, I would reinvent the wheel for garrotes.
In the case of a rogue in the open simply holding a garrote in their hands, I would allow a whip like attack. Not all garrotes are wire and some would have some heft. The rogue flicks the handle end of garrote at the defenders face or hands to slow them down. Unless the rogue hides or leaves and comes back, there is a cool down on the use of a garrote vs. that victim. The rogue may have a passive defense using the garrote in this fashion. They did something surprising to defend themselves. It would be a once per creature defense. This passive defense should not be overwhelming, more flash than substance such as addition dodge messaging. Attacks from the open can inflict injuries, while a defensive moves causes a tiny bit of round time but no damage.
For an attempt to garrote someone from hiding or from behind, the garrote can cause two types of damage and has three modes of “failure”.
Failures first. The victim spots the rogue on the way in and turns around to defend themselves. Cool down goes into effect on this failure and no damage is done. Woe to the rogue who has this happen.
The second failure is when the victim gets a hand or object between the garrote and their neck. In this case the rogue may inflict minor hand, arm and head damage to the victim, but not neck damage. The rogue may break off the attack at this point or continue by kicking, kneeing or lifting victim. This inflicts leg and back damage but cannot cause other types of damage. The victim may inflict hand, arm and head damage on the rogue. If the rogue is injured as a result of this combat, the garrote attack may be foiled (the rogue let go one grip or something) and cool down goes into effect. This “failure” continues until the victim is knocked down so the rogue can drag them off or the victim breaks free. Dragging a prone person causes damage. The victim may also “drag” the rogue around in this state, but they don’t knock them off or inflict damage.
The third type of failure is the victim throws or smashes the rogue off. Creatures with Voln fu, brawling training or who are very mobile have a bonus to this is defense. Basically don’t try to garrote other rogues, Voln Fu’ers, rangers with their spells up, etc.
A successful results in the garrote going around the victims neck and the rogue either lifts the person from the ground or knocks them prone. The rogue merely has to stay there to finish the job or they can batter/drag the person to death as above with more control.
In all of the above I would add in more passive defenses to the victim, garrote should trigger Cloak of Shadows, neck armor should stop or slow the attack, armor flares could go off, animal companions and certain demons should attempt to bite, etc. Spirits and familiars may become excited, while some demons look on dispassionately. Spell casters shouldn’t be able to prep a spell while under attack, but a previously prepped spell MIGHT work if the right hand is free. Something like a modified armor hinderance roll should apply. Spells should not be easy, but not completely ruled out.
One other aspect of the garrote is what happens when second person attempts to hit the garroting rogue with a weapon. The rogues ability to dodge is much less, but the ability to use the victim as a shield is a possibility. Indiana Jones style comedy should result.
I would also add RP garrote commands based on demeanor. Certain demeanors allow for a mock attack, while others would “Make you think better…” No damage would result from an rp garrote. Of course, with certain people this might be as popular and fatal as picking pockets, but you guys are used to this right?
I am pretty sure this could all be implemted with only a few trillion lines of code. ;)
Magarven the Mad
Since we are going to have a new form of brawling combat some day, I would reinvent the wheel for garrotes.
In the case of a rogue in the open simply holding a garrote in their hands, I would allow a whip like attack. Not all garrotes are wire and some would have some heft. The rogue flicks the handle end of garrote at the defenders face or hands to slow them down. Unless the rogue hides or leaves and comes back, there is a cool down on the use of a garrote vs. that victim. The rogue may have a passive defense using the garrote in this fashion. They did something surprising to defend themselves. It would be a once per creature defense. This passive defense should not be overwhelming, more flash than substance such as addition dodge messaging. Attacks from the open can inflict injuries, while a defensive moves causes a tiny bit of round time but no damage.
For an attempt to garrote someone from hiding or from behind, the garrote can cause two types of damage and has three modes of “failure”.
Failures first. The victim spots the rogue on the way in and turns around to defend themselves. Cool down goes into effect on this failure and no damage is done. Woe to the rogue who has this happen.
The second failure is when the victim gets a hand or object between the garrote and their neck. In this case the rogue may inflict minor hand, arm and head damage to the victim, but not neck damage. The rogue may break off the attack at this point or continue by kicking, kneeing or lifting victim. This inflicts leg and back damage but cannot cause other types of damage. The victim may inflict hand, arm and head damage on the rogue. If the rogue is injured as a result of this combat, the garrote attack may be foiled (the rogue let go one grip or something) and cool down goes into effect. This “failure” continues until the victim is knocked down so the rogue can drag them off or the victim breaks free. Dragging a prone person causes damage. The victim may also “drag” the rogue around in this state, but they don’t knock them off or inflict damage.
The third type of failure is the victim throws or smashes the rogue off. Creatures with Voln fu, brawling training or who are very mobile have a bonus to this is defense. Basically don’t try to garrote other rogues, Voln Fu’ers, rangers with their spells up, etc.
A successful results in the garrote going around the victims neck and the rogue either lifts the person from the ground or knocks them prone. The rogue merely has to stay there to finish the job or they can batter/drag the person to death as above with more control.
In all of the above I would add in more passive defenses to the victim, garrote should trigger Cloak of Shadows, neck armor should stop or slow the attack, armor flares could go off, animal companions and certain demons should attempt to bite, etc. Spirits and familiars may become excited, while some demons look on dispassionately. Spell casters shouldn’t be able to prep a spell while under attack, but a previously prepped spell MIGHT work if the right hand is free. Something like a modified armor hinderance roll should apply. Spells should not be easy, but not completely ruled out.
One other aspect of the garrote is what happens when second person attempts to hit the garroting rogue with a weapon. The rogues ability to dodge is much less, but the ability to use the victim as a shield is a possibility. Indiana Jones style comedy should result.
I would also add RP garrote commands based on demeanor. Certain demeanors allow for a mock attack, while others would “Make you think better…” No damage would result from an rp garrote. Of course, with certain people this might be as popular and fatal as picking pockets, but you guys are used to this right?
I am pretty sure this could all be implemted with only a few trillion lines of code. ;)
Magarven the Mad
Re: Garrote on 08/28/2010 02:19 PM CDT
Just to chime in: Picked it up but found it unviable for hunting.
Really like the idea of pulling something into hiding. Or perhaps being able to do it from hiding (maybe in conjuction with smastery like silent strike).
Dragging should be a must too. Idea of using the target as a shield (increased DS, chance for another critter to hit it) could also offset the defensive loss for actually using the manuever.
Really like the idea of pulling something into hiding. Or perhaps being able to do it from hiding (maybe in conjuction with smastery like silent strike).
Dragging should be a must too. Idea of using the target as a shield (increased DS, chance for another critter to hit it) could also offset the defensive loss for actually using the manuever.
Re: Garrote on 08/28/2010 04:09 PM CDT
>I also think it would be nice if this maneuver could be performed in defensive stance with no CML reduction <Fremie>
Perhaps reduce/negate the CML penalties for defensive stances when performed from hiding (at higher ranks)?
Very much in favor of the "drag into hiding/another room" idea.
~ Lumi
Perhaps reduce/negate the CML penalties for defensive stances when performed from hiding (at higher ranks)?
Very much in favor of the "drag into hiding/another room" idea.
~ Lumi
Re: Garrote on 08/30/2010 01:57 PM CDT
<<I noticed a modest number of Rogues train the Garrote CM. I'm curious what your (whether or not you train it) thoughts are about this maneuver. Does it actually get used, or is it trained just for the RP/PvP aspect of it? If it's not being used, what could be done to make it a more viable hunting style?
GameMaster Oscuro
Rogue Team
Cleric/Empath Team >>
I had Garrote for a cman skill for a while. I seldom used it since if left me in the open and very vulnerable for too long.
There have been alot of good posts about synergy.
Perhaps one option would be if you could subdue, garrote and drag into hiding with the target unable to resist or stuggle to reveal itself for a period of because it was paralyzed from subdue. Hiding and Stalkking skill, Stealth armor, Shadow Mastery, and Discipline should also addto the success of your remaining hidden while maintaining the garrote. Subdue preventing the victims ability to move and thus being brought out of hiding.
Another option might be to subdue, sweep or kneebash, garrote, and evade attack with dodging, evasion armor, agility
GameMaster Oscuro
Rogue Team
Cleric/Empath Team >>
I had Garrote for a cman skill for a while. I seldom used it since if left me in the open and very vulnerable for too long.
There have been alot of good posts about synergy.
Perhaps one option would be if you could subdue, garrote and drag into hiding with the target unable to resist or stuggle to reveal itself for a period of because it was paralyzed from subdue. Hiding and Stalkking skill, Stealth armor, Shadow Mastery, and Discipline should also addto the success of your remaining hidden while maintaining the garrote. Subdue preventing the victims ability to move and thus being brought out of hiding.
Another option might be to subdue, sweep or kneebash, garrote, and evade attack with dodging, evasion armor, agility
Re: Garrote on 09/17/2010 05:28 PM CDT
>>While I understand that garrote in GS doesn't work like the movies, that's certainly by design. Swinging a sword also doesn't take 5 seconds either, but we need to have there be a significant time investment for each kill, otherwise, there isn't anything to combat. Switching garrote to be akin to a 5 second kill just from a CM roll is unlikely. I like the idea of dragging the target, etc.
hey Oscuro,
little late getting back to the boards on this topic, I've been busy with Frontier Days and stuff.
I understand the neccesity to keep the "instant-kill" out of the picture in certain cases. However, I think that garrote should be able to swiftly remove lower level critters without a long dragged-out roundtime so you can focus on the critters that pose a greater threat.
With a high enough endroll I would still like to see it outright kill something by snapping their neck. Several spells are capable of this, such as Smite/Bane, and I don't see it being too far out of bounds to have a CMAN capable of this as well. Granted, these spells I am comparing require some training to have maximum effectiveness but I am thinking that Garrote could have similar requirements, but more rogue oriented.
Rogues being able to survive in combat is mostly a result of being able to swiftly engage, kill, and promptly disengage from combat (hide). Garrote lacks this currently, and that is really the only problem I see with it.
-Fremie-
Moonshine Manor Officer
Events Team Leader
Slapper of Crying Babies
Swiftkicker of Diapers
hey Oscuro,
little late getting back to the boards on this topic, I've been busy with Frontier Days and stuff.
I understand the neccesity to keep the "instant-kill" out of the picture in certain cases. However, I think that garrote should be able to swiftly remove lower level critters without a long dragged-out roundtime so you can focus on the critters that pose a greater threat.
With a high enough endroll I would still like to see it outright kill something by snapping their neck. Several spells are capable of this, such as Smite/Bane, and I don't see it being too far out of bounds to have a CMAN capable of this as well. Granted, these spells I am comparing require some training to have maximum effectiveness but I am thinking that Garrote could have similar requirements, but more rogue oriented.
Rogues being able to survive in combat is mostly a result of being able to swiftly engage, kill, and promptly disengage from combat (hide). Garrote lacks this currently, and that is really the only problem I see with it.
-Fremie-
Moonshine Manor Officer
Events Team Leader
Slapper of Crying Babies
Swiftkicker of Diapers
Re: Garrote on 09/19/2010 09:49 AM CDT
Garrote is one of the CMAN's I dearly loved. Unfortunately, its limitations forced me to drop it.
From a roleplaying perspective, it fit my character perfectly. The problem comes in with its use.
If used successfully, it guarentees a kill. It functions on the CMAN system, allowing a skilled user to bypass the AS/DS system. The look and feel of the CMAN is fantastic -- it is one of the few CMAN's that I noticed people seemed to enjoy watching be used.
However, the limitations made me fearful to use it, unless I stumbled across a rolton in town.
1. A rogue is fully exposed, out in the open. This makes it problematic for stealth builds.
2. It requires both hands for use, causing DS to drop. This is especially problematic for rogues who eschew heavier armors, but is a problem for all
3. The roundtime can take a while before the creature dies
4. Any interruptions "breaks" the CMAN
5. Because it operates on the CMAN system, the maneuver does not function well on older creatures. This becomes a problem with Bounty tasks. Ironically, these are the tasks I would most like to see these employed.
In the end, the opportunity costs of having this CMAN were too high relative to the benefits. I had to switch it out with CMAN's where I could gain more of a benefit.
Thinking back on my use of the CMAN, the biggest problems I had were with the DS drop. If this were addressed, I think the other issues I cited are ones that I could deal with -- even then roundtime.
Some suggestions for improvement:
1. While the CMAN is in effect, give a rogue either a bonus to Evasion, a hefty bonus to Block, or a modest bonus to both. The rationale for this is that the rogue is using the victem as a "human shield"
2. Alternatively, just give a bonus to DS to offset some of the risk
3. Give a rogue using the maneuver a chance to pull the victem into the shadows. This could occur if the rogue knows Shadow Mastery.
4. Allow for an instant kill if certain criteria are met. For example, if a hidden rogue employs the maneuver on a stunned victem at a certain level of health or if a certain level of success is achieved on the initial roll to determine success
A few additional benefits that make make this CMAN nicer could be:
1. If a rogue attempts this maneuver with his or her bare hands, he/she puts the victem in a sleeper hold
2. Provide a greater bonus to success when used from hiding, so it can be used on Bounty tasks
3. Introduce wires that create certain types of effects. For example, barbed wire causes physical damage, coated wire can poison a target, sharpened wire provides a bonus to initial success, wires made of stronger metals have less of a chance to break, and heavier/chain reduces the RT during strangulation
I would definitely like to pick this CMAN up again and add it to my character's arsenal. However, before that could occur, some improvements are needed.