My thoughts, though you already know these  Seth from our PM discussion. These are my envisioning of using the system for a game like this, and I'm by no means trying to tell anyone how to do this. Seth still has the final word on anything as a GM, I'm just sharing my ideas I came up with based on stuff in this game and things we discussed in pm already, trying to do this as elegantly as possible. I haven't tested out any of these rules yet, but I was trying to stay as close as I could to existing mechanics. Thoughts?<br/><br/>If handwaving the number of tentacles detail, I'd suggest dropping the 1 turn = 6 seconds rule as well. Timed effects such as rage and spell durations would still be the same but we'd just call each turn a short scene, maybe giving a bit more creative freedom for everyone to write their actions. (For example one attack might not be just one swing, and a hit might not draw blood necessarily but win some form of advantage for the party or disadvantage for the enemies, blahblahblah you get it I'm sure). As with the grapple conditions, and levels of fatigue I suggest later in this post, I'll post a quick reference of the relevant conditions at the bottom of this post.<br/><br/>On monsters and monster actions, I'd say don't exceed the normal actions per turn for them, since they are big sacks of hp anyway. Give them maybe 3 natural slam attacks each and make them use up one attack for grapple maneuvers instead of a standard action... so, if they like actually have someone they can use remaining attacks to...do their thing. (Maybe a big boss type tentacle monster could have more natural attacks to be a possible threat to grapple every character, worthy of a solo monster...)<br/>Sundering the tentacles will make it easier for grappled characters be freed, but then again we have a 2 step track for the mechanic now, grappled and pinned so they can "get down to business"faster (and keep in mind that pinned characters have their action severely restricted, so if nothing else winning an opposed grapple should still be possible).<br/>Perhaps drop the entire hp boost thing and have several smaller threats (with potentially more actions due to increased numbers)?<br/><br/>Bebilith's or the retriever's (not sure which one) rend armor mechanic is pretty close to what these guys are supposed to do, so it might be a grapple maneuver for them to deal double slam damage against a grappled creature's armor?<br/><br/>Also my latest envisioning of the pleasure score thing was to have the "rape" action add x amount of pleasure (for tentacles, slam damage for example since they use forceful intrusion) and at a repeated intervals of con score the characters would need to make fort or will saves (their choice) to try and resist being forced into an orgasm (adding a level of fatigue, and ahegao/lose a turn). This would be an active check so charmed/willing characters might just give in...:P The interval could be based on the con score and be called something like "pleasure threshold"? It would have no upper limit on how often it's met during an encounter, each adding to the save dc.<br/>Basing it off con would also enable a simple conversion of some mild con poisons to work as aphrodisiacs, as they would lower both this threshold, and the effective combat capability and focus (hp) of a character.<br/>Pleasure would drop naturally when not grappled/charmed/assaulted, maybe by a set amount, or by best of con/wis/cha modifiers?<br/>Saves against forced orgasms could also follow the traditional formula of 10+1/2 hd of originator+originating ability bonus, with circumstance modifiers increasing this dc for every extra time the threshold has been exceeded. So if you had like 12 con and had 25 pleasure, add 2 to the dc. Depending on how many rape actions are taken by a monster and how well it rolls, this threshold might be broken every or every other round if the girl is not freed, in which case stacking up levels of fatigue and losing actions becomes a serious danger. They might also have something like ability focus on it to increase the dc, in case of particularly vicious creatures :P<br/>But yes, the idea would be that this dc would always be based on a relevant ability modifier (str when raped, cha when manipulated by succubi, con when affected by pollens of nectar.)<br/><br/>Not sure if we want to use it, but we could also mix a little bit of hp damage into the game by giving the monsters a property that they get a free grapple check when hitting with a slam attack? Running out of hp and falling unconscious would be an added threat since evil sex beasts can pretty much do anything to a helpless girl... :P<br/><br/>Also, reusing some existing conditions in new way would make an interesting addition IMO. Girls with eggs layed inside them can be nauseated, and an area effect of wiggling tentacles coming from nothingness might as well be a zone causing the entangle condition, and some minor pleasure gain on naked girls?<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Relevant conditions quick reference</div><div class="spoiler_body"><span class="bbc_u"><strong>Grappled</strong></span>: cannot move and -4 Dexterity. –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. Can take no action that requires two hands to perform. A spell or use a spell-like ability requires a concentration check (DC 10 + grappler's CMB + spell level). Cannot make AoOs.<br/><br/><strong><span class="bbc_u">Pinned</span></strong>: cannot move and loses dex bonus, -4 AC. Cannot take physical actions other than an escape check. Spells (only without material or somatic component) require concentration checks to cast). Doesn't stack with grappled.<br/><br/><strong><span class="bbc_u">Fatigued</span></strong>:  cannot run or charge, -2 str and dex. Gaining another fatigue effect makes the character exhausted instead. Fatigue is removed by an extended rest.<br/><br/><span class="bbc_u"><strong>Exhausted</strong></span>: half speed, cannot run or charge, -6 str and dex. Removed by one hour of rest (or a short rest between scene, at gm discretion).<br/><br/><strong><span class="bbc_u">Unconscious</span></strong>: not the 3rd level of fatigue per raw, but it could easily serve as such and it would certainly make sense. (fucked senseless)<br/><br/><span class="bbc_u"><strong>Nauseated</strong></span>(oviposited?): Has stomach problems (to say the least!). Can only take a move action.<br/></div></div>