Archangel Zero
Mature loser
All is meaningless without it's opposite.
Posts: 141
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Post by Archangel Zero on Feb 2, 2004 11:03:12 GMT -5
I'm just copy-pasting the house rule idea I had for subdual damage in Star-Wars because I like it better than subdual damage.
Here's the start of an idea: When you want to knock someone out you make an attack roll with a -4 penalty (like pulling a blow) but if you hit you make a strengh check that determines the person's fortitude save. If he fails he's knocked out. If you fail the attack roll by less that 4 he takes damage normally. Exception: if the target has VP remaining he cannot be knocked out.
Discuss at will.
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Post by Flax on Feb 2, 2004 17:03:17 GMT -5
I think the subdual damage in dnd is ok, since some weapon deal subdual damage ( fist, sap, whip) and doing subdual damage with a normal weapon incures a -4 penalty. Most important of all your idea only slows down combat, theres too many variables and its very powerful.
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Rouroux
Master Jedi Poster
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"Just try me"
Posts: 208
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Post by Rouroux on Feb 6, 2004 13:07:14 GMT -5
anyway... who would want only to knock down someone when in combat except a monk? Normally when you want to knock down someone, it's because you are infiltrating some place and you don't want to be seen. There when you want to knock down someone, you try to get behind the victim, and doing so denying his dex and dodge bonus... this is where our fabulous rogues and assassins with their sneak attack get handy if you know what I mean.
I you don't have those kind of abilities, maybe you are not meant do do it the stealthy way
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