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<blockquote data-quote="Water Bob" data-source="post: 6019007" data-attributes="member: 92305"><p><span style="color: #0000ff"><strong>CLOBBERED!</strong></span></p><p></p><p></p><p></p><p>One varian 3.5 D&D rule that doesn't appear in the Conan rules when a character becomes clobbered. This is like a stun. See page 27 of the 3.5 DMG. Any time a character takes damage equal to half his hit points or more, the character is clobbered. When a character is clobbered, he can only take one Standard Action during the round. This only lasts for one turn. On the following round, the character returns to normal.</p><p></p><p>For example, Morghun Clanson, the 3rd level Barbarian I posted upthread, has 17 hit points. Anytime Morghun is hit with 8 or more points of damage from a single blow, he is considered clobbered. If he's hit on round 1, then he's clobbered on round 2, and back to normal on round 3.</p><p></p><p>Using this variant rule will make hit points a more important measure of a warrior's ability to take damage, since higher hit points means higher damage is needed to clobber the foe.</p><p></p><p>I haven't playtested this. I just think it's a neat idea. Maybe, the idea would be improved if the victim were given a save. <span style="color: #0040ff">A Fortitude Save vs. the total damage*</span> of the blow might work well. This will keep the condition of being clobbered a more rare happening because not only does the character have to suffer a blow equal to or better than half his current hit points, but he'll get a save to prevent it.</p><p></p><p>As written, the rule penalizes low level characters. But, using the save, lower level characters aren't penalized near as much because the save is easily made. If you've got a 1st level Barbarian, he's got 10 hit points, if there is no CON modifier. That means any blow of 5+ points of damage will call for a Clobbered Check, but the check will hardly ever fail because a DC 5, or so, is easily made--and maybe automatically made if Fort Save bonuses are high enough.</p><p></p><p>I like the save for two more reasons: First, it adds a touch of realism to the abstract hit point system. Second, it makes it a bit easier for characters to become Clobbered as they lose hit points, reflecting the character getting tired from the combat.</p><p></p><p></p><p></p><p>*You could also go with the more usual DC of 10 + damage, but I think this would not serve the game as well, making the save harder, especially for lower level chcaracters.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6019007, member: 92305"] [COLOR=#0000ff][B]CLOBBERED![/B][/COLOR] One varian 3.5 D&D rule that doesn't appear in the Conan rules when a character becomes clobbered. This is like a stun. See page 27 of the 3.5 DMG. Any time a character takes damage equal to half his hit points or more, the character is clobbered. When a character is clobbered, he can only take one Standard Action during the round. This only lasts for one turn. On the following round, the character returns to normal. For example, Morghun Clanson, the 3rd level Barbarian I posted upthread, has 17 hit points. Anytime Morghun is hit with 8 or more points of damage from a single blow, he is considered clobbered. If he's hit on round 1, then he's clobbered on round 2, and back to normal on round 3. Using this variant rule will make hit points a more important measure of a warrior's ability to take damage, since higher hit points means higher damage is needed to clobber the foe. I haven't playtested this. I just think it's a neat idea. Maybe, the idea would be improved if the victim were given a save. [COLOR=#0040ff]A Fortitude Save vs. the total damage*[/COLOR] of the blow might work well. This will keep the condition of being clobbered a more rare happening because not only does the character have to suffer a blow equal to or better than half his current hit points, but he'll get a save to prevent it. As written, the rule penalizes low level characters. But, using the save, lower level characters aren't penalized near as much because the save is easily made. If you've got a 1st level Barbarian, he's got 10 hit points, if there is no CON modifier. That means any blow of 5+ points of damage will call for a Clobbered Check, but the check will hardly ever fail because a DC 5, or so, is easily made--and maybe automatically made if Fort Save bonuses are high enough. I like the save for two more reasons: First, it adds a touch of realism to the abstract hit point system. Second, it makes it a bit easier for characters to become Clobbered as they lose hit points, reflecting the character getting tired from the combat. *You could also go with the more usual DC of 10 + damage, but I think this would not serve the game as well, making the save harder, especially for lower level chcaracters. [/QUOTE]
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