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Clobbered
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<blockquote data-quote="Water Bob" data-source="post: 5546436" data-attributes="member: 92305"><p>Or how about this? </p><p></p><p>If you take enough damage so that your hit points are halved, you are considered clobbered for one round. A clobbered character can only take a standard action. </p><p></p><p>So, if you've got 16 hit points, and an attack reduces you to 5 HP, you are clobbered. You can only take a standard action on your next turn. But after that, you recover, and keep on fighting as normal. </p><p></p><p>I like the idea behind this rule, but I'm not sure I like its implementation. If I used it, I'd make it something like: If you are reduced to 1-4 HP, you are clobbered for one round. I don't like the original rule's take that a soldier-type with 30 HP can take 15 and be clobbered while a 1st level fighter with 12 HP is clobbered after taking only 6 HP. Making it a standard number for everybody seems the way to go. </p><p></p><p>Or, maybe the "Clobbered" threshold should be some function of the character's CON score. </p><p></p><p>For example, your Clobbered threshold cold be 10 minus your CON bonus. A character with CON 16 would have a clobbered threshold of 7 HP or less, while a character with CON 9 would have a clobbered threshold of 11 hp or less. </p><p></p><p>Every hit you take, reducing your hp, past your clobbered threshold, makes you clobbered for one round. </p><p></p><p>Or...you could associate a saving throw with it--a Fort save vs. a DC equal to the damage taken seems appropriate. So, if you are reduced to your clobbered threshold, you make the Fort save or be clobbered for one round. </p><p></p><p>Then again, if the clobbered threshold was the same for everyone, it would be easier to remember in the game (like the Massive Damage threshold). </p><p></p><p>Or...you could tie the clobbered state to being victim of a successful Critical Hit. </p><p></p><p>Just thinking outloud here. </p><p></p><p>Your thoughts?</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5546436, member: 92305"] Or how about this? If you take enough damage so that your hit points are halved, you are considered clobbered for one round. A clobbered character can only take a standard action. So, if you've got 16 hit points, and an attack reduces you to 5 HP, you are clobbered. You can only take a standard action on your next turn. But after that, you recover, and keep on fighting as normal. I like the idea behind this rule, but I'm not sure I like its implementation. If I used it, I'd make it something like: If you are reduced to 1-4 HP, you are clobbered for one round. I don't like the original rule's take that a soldier-type with 30 HP can take 15 and be clobbered while a 1st level fighter with 12 HP is clobbered after taking only 6 HP. Making it a standard number for everybody seems the way to go. Or, maybe the "Clobbered" threshold should be some function of the character's CON score. For example, your Clobbered threshold cold be 10 minus your CON bonus. A character with CON 16 would have a clobbered threshold of 7 HP or less, while a character with CON 9 would have a clobbered threshold of 11 hp or less. Every hit you take, reducing your hp, past your clobbered threshold, makes you clobbered for one round. Or...you could associate a saving throw with it--a Fort save vs. a DC equal to the damage taken seems appropriate. So, if you are reduced to your clobbered threshold, you make the Fort save or be clobbered for one round. Then again, if the clobbered threshold was the same for everyone, it would be easier to remember in the game (like the Massive Damage threshold). Or...you could tie the clobbered state to being victim of a successful Critical Hit. Just thinking outloud here. Your thoughts? [/QUOTE]
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