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Thread: Stun Effects... fix?

  1. #1
    Join Date
    Jun 2003
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    Question Stun Effects... fix?

    I posed the question on the Decipher boards about the Stun effects rules in the Core Rule Book and whether or not they are broken.

    Well here is the fix that I have tooled thus far and I would love your input to tell me if you see a problem. I think that it may still be faulty in the idea of using Stamina x2 as the base for Stun Points. I think what I created is still broke because I am thinking in my mind that I have made it so that the player would just attempt non-lethal damage versus lethal as it would get to the same results (disabling the opponent) quicker...

    But please tell me what you think.

    Thanks
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    Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
    Esgalwen [♦♦♦♦○○] Dmg 9/11 | Edge 8 | Injury 16/18
    Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane, Foe-slaying
    Shadow bane, Skirmisher

  2. #2
    Join Date
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    Quote Originally Posted by GandalfOfBorg
    1. How about Stun points = Health score
    2. State penalty to attack with a weapon to deal non-lethal damage?
    3. I know this is similar to DnD, but how about making unarmed combat damage non-lethal, adding a new edge to divide damage between lethal and non-lethal, and adding a warrior ability to make unarmed damage all lethal by choice of attacker.
    4. I think your duration for Complete and Superior Success are backwards.
    5. I also agree that if a target it surprised that they should not gain the benefit of a positive Nimbleness modifier for Defense, so just make the called shot to an unwary target a round number of 15.
    6. The size difference should also work with a limitation with 1 Size smaller, because I can't see a Large creature (troll) easily subduing, if at all, a Small creature (Hobbit).
    1. Okay, I was thinking this too. Fixes the problem of being stunned just to achieve the penalties, instead of trying to wound.
    2. Are you saying that a penalty should be involved here? The only problem I have with this is that the Blunt attack in the CRB makes no reference to a penalty.
    3. I don't think unarmed damage should be non-lethal because a person could be beaten to death by fist or kick; how about instead saying that Unarmed combat deals full non-lethal damage but the character also takes 1/2 the damage as lethal.
    4. No, I just forgot to put in the time increments. Complete is in rounds and Superior and Extraordinary are in minutes.
    5. This makes sense.
    6. I agree here too.

    Here is a question though, if a character is wounded by a sword fight and is reduced to Injured, and then they mistakenly get into a fist fight... should they start at full Stun points or at the same level as their current Health points? I think the latter, but would love the input.

    Tomcat

    Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
    Esgalwen [♦♦♦♦○○] Dmg 9/11 | Edge 8 | Injury 16/18
    Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane, Foe-slaying
    Shadow bane, Skirmisher

  3. #3
    Join Date
    May 2003
    Location
    Nebraska
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    Stun & Non-lethal Damage

    Interesting suggestions for stun/non-lethal attacks. In my campaign, I've handled both areas by using the attack's degree of success and counting each successful degree as a lost Weariness level. With enough successful attacks the character eventually passes out, sooner if they fail their Weariness checks. It's not overly involved; but it's simple, fairly quick and has worked for us.

    But we're always open for new ideas.

    Bob

  4. #4
    Join Date
    Nov 2002
    Location
    Cedar Rapids, IA
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    Sounds like probably the fastest way to go...
    Marginal - 1 Wr Lvl
    Complete - 2 Wr Lvls
    Superior - 3 Wr Lvls
    Extraordinary - Unconscious

    Roll weapon damage as normal... this is the number of rounds(small weapons)/minutes(medium weapons)/hours(large weapons) the target is unconscious.

    Inspire checks to reduce Weariness Levels can still apply as they represent the inspirer's ability to "slap" the groggy one out of it. Special herbs can be used to reduce Weariness Levels lost like smelling salts.
    Former Editor, The Hall of Fire, Beyond the Final Frontier
    http://www.geocities.com/gandalfofborg25/index.html

  5. #5
    Join Date
    Jun 2003
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    Ohio
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    Edited to add Treacherous Blow
    Attached Files Attached Files

    Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
    Esgalwen [♦♦♦♦○○] Dmg 9/11 | Edge 8 | Injury 16/18
    Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane, Foe-slaying
    Shadow bane, Skirmisher

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