Quote:
Originally Posted by kcdusk
2. What sort of skill checks do you employ for an individual to work there way through/over wire? What are the chances of injury or becoming tangled up?
3. What sort of skill checks do you employ for a vehicle to work there way over wire? What are the chances of it becoming bogged/tangled up?
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Quote:
Originally Posted by pmulcahy11b
2) I've always used a straight dexterity check, combined with stealth if the character was trying to be quiet. (In practice, one of the best ways to cross concertina quickly is to have someone throw himself on the wire, then everyone else step on their back; throw your loads over the wire before you cross. The last person over picks the ground man out of the concertina. Note, it's not quiet, it's just quick. Make sure it's not boobytrapped!
3)I've never had to adjudicate that situation; I'll have to think about it.
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@kcdusk: Like Paul mentioned: If you want to have a check, dex would be the attribute to use. You could have a skill check for combat engineer. (Something like making the check on level easier for a PC with engineer skills)
@pmulcahy11b: Another good way to cross a barbed wire (concertina or razor) is the deployment of a ladder. Espacially in Urban warfare a short ladder, made of wood, comes in handy, crossing concertina wire is one of the reasons.
kcdusks last question is something, where I have to give the same answer as Paul did: I don't know.
In general: In certain situations I don't have checks for crossing wire. If your players are interested in kit and stuff, you could remind them of the fact, that several bayonets were designed to cut wire. Just to name a few: the U.S. M9, the various AK bayonets, and the German ACK.
Hope, this helps.