What better way to give that stealth stat more meaning and add a nice flavorful element to the game?
Let's take... A ranger; Told stories of a griefer roaming the area and thus is called into action. What are their options? Kill him.
Imagine, if you will, the option to, whilst one is unconscious to apply a rope and then be able to either drag or carry them somewhere else. Force them to walk with you back to that town.
The griefer? He's now sitting in an enclosed palisade with nothing to do but wait until his peers pass judgement on him.
But wait! I love causing others pain! What can I do about this? For you my friend imagine you able to beat up and drag around newbies until they die. Carry their body around and leave them in front of a roaming boar or bear. Take down that ranger and leave his character unable to do anything in a brick prison made just for him.(Unless he can punch through walls bare-handed, then that's an entirely new problem there. Too much sausage in him.) You were caught you say? Why not be able to, whilst tied up, use your stealth and dexterity to remove that rope and get away from your captors. Nothing keeping you from attacking him! (Tied up hands? So what if it leaves me with 1/4th of my unarmed and melee combat skills!) If your ranger captor handed you off to his companion "timmy the humble" you might as well knock him out, untie yourself, and then tie him up!
Bah, I'll just log out.
Sorry my friend. This will put you in a similar state as riding in a wagon. You can log in and log out, but you'll still be attached to that rope and being carried around by that ranger.
....But I like killing people.
Tied up man + oak tree. Stamina drops... drops... shp drops... drops... hhp drops... drops...
Sorry timmy, I'll take good care of your carrot farm. If you had a friend nearby waiting until the guy left to cut you down you might have made it.
...Ok, maybe not.
Tied up man + birch, oak or elm tree.
Leave em for the bears.
I'm feeling rope quality, dexterity(maybe strength? Making a tight knot or making a complex knot type of argument.) and survival should affect the tying of the rope. While stealth and dexterity should affect removing it from yourself. Tying up timmy jr. with a q100 rope and 100 dexterity should be near impossible for him to untie without wearing himself out with his 10 constitution, 10 dexterity and 1 survival.
Being dragged around by the rope should cause somewhere between 1 or 2 damage for every 20-30 steps. One can stand up while tied up if conscious but cannot walk so many steps away from the person who has tied them up, similar to cows and other animals. Following captor keeps one from falling down. Falling down puts you back in a state where you can be dragged around again. While following you can untie the rope at a wonderfully slow rate(like mining with a q6 stone axe). Moving in any other fashion causes the untying meter to stop. Standing still being the fastest way to untie the rope using your full dexterity*survival to remove the knots.
One can retie a knot on an effected person but them moving will cause the meter to stop as well. Might as well knock them unconscious again to keep them from trying anything funny.
Why bother with untying a rope when you can just slice through it with a big ole sword?
If you don't really need that rope might as well just cut it off. High quality ropes being more resistant to damage. str*melee combat seems about right. Then again... It's mineral vs plant. Q100 rope shouldn't give a q50 sword or q50 bone saw that much trouble.
Suggested changes or comments?
Added: Clarification of how to remove wrangle effect