Saeviomagy
Adventurer
Replace disintegrate with a 2 ton boulder.
That's really easy. 2 ton boulders often leave people banged up but alive.
Replace disintegrate with a 2 ton boulder.
I like this. There are a lot of ways that someone losing hit points or regaining them as a result of various different effects could be narrated in-game. It's cool to let the player choose this, if s/he wants to. One person could be nimbly ducking out of the way of serious harm, another could be shrugging it off through pure stubborn toughness, and a third could be actually taking wounds but just fighting on through force of will. Either way, they're that much closer to being unable to continue fighting, but there's no reason that it can't be narrated in whatever way the player thinks is interesting and suitable for the character and/or scene.
I may have missed this elsewhere, but:
Does the player have to declare the intent to do subdual damage before the attack, or can it be after they know the critter is down?
Sounds like a cool, if frustrating, encounter.
I'd say they worked perfectly well - just not in the PC's favour - but it led to interesting story choices and an interesting encounter.
Previous editions subdual rules were too fiddly and ignored by my group.
The 3e rules would have resulted in the same outcome.
Guy A goes down to non-lethal mixed with a bit of lethal from Guy B, and from all those spells and suchlike that CAN'T do non-lethal. Gets coup-de-graced. Dies, due to being heavily below zero. Sure it might take a bit longer (maybe 1 turn?) for Guy B to coup-de-grace, but the actual outcome is identical.
Pop quiz: name an edition of D&D that modeled effects of getting hit with a 2 ton boulder with greater accuracy (ie, broken bones, debilitating injuries, etc.)Replace disintegrate with a 2 ton boulder.
If your players weren't wielding saps, and making solely non-magical attacks, most of the damage deal to Guy A would be HP damage.Well, I'm not so sure about that... with the 3e edition rules, the coup-de-gras-er would have a whole lot more HPs to chew through, most likely..
So that fireball that just blasted your party only hurt your feelings?
Gary Gygax et al said:Each character has a varying number of hit points, just as monsters do. These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors. A typical man-at-arms can take about 5 hit points of damage before being killed. let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This is the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The same holds true to a lesser extent for clerics, thieves, and the other classes. Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces.