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d20 modern:1st timer-House rules?
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<blockquote data-quote="ValhallaGH" data-source="post: 5191959" data-attributes="member: 41187"><p>It is a huge difference, and something that's not immediately obvious.</p><p>a) It goes on until either people get tired of punching each other to no real effect (ala Greggory Peck and Charlton Heston in <a href="http://www.imdb.com/title/tt0051411/" target="_blank">The Big Country</a>, which is a great scene), someone picks up a chair or breaks a bottle to start doing real damage, or someone that <em>is</em> good in a brawl lands a lucky shot (enough damage to potentially knock out a foe).</p><p>b) If a character is strong then the Brawl feats give him a lot of knockout potential. With a 14+ Strength, he can knock out a normally healthy guy <u>of any level</u> with a non-critical punch. That's an important feature to keep in mind.</p><p>c) Power Attack is your friend in a brawl. It works with your unarmed damage, and can easily give you those extra, necessary, points of damage.</p><p>d) Unless the character is built to be a brawler, get a stun gun or a taser. They're cheap, they're more effective, and they'll work a lot more often.</p><p></p><p>And there are a lot of people that feel that way. In which case you have a few options:</p><p>1) Sub-dual damage. This has a bad side: high level foes cannot be knocked out without almost killing them first.</p><p>2) Turn non-lethal into an automatic saving throw with staged results. Fort DC = 5 + non-lethal Damage. Failure leaves the target <em>dazed</em>, failure by 5+ leaves the target <em>stunned</em>, failure by 10+ leaves the target <em>staggered</em>, and failure by 15+ leaves the target <em>unconscious</em>. Tweak the base DC to fit the style of game (and feel free to make it different for Ordinaries than for Heroic characters). And give a +1 per Improved Damage Threshold feat.</p><p>3) Some other thing I haven't heard/thought of before.</p><p></p><p>And totally ridiculous.</p><p>And totally destructive of my suspension of disbelief.</p><p>And offensive to the U.S. Marine in me, and my sense of how people fight.</p><p>And makes Quai Chang Kang more dangerous than an anti-tank rocket.</p><p>But hey, some folks love it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The important thing is to have fun.</p><p></p><p>In this situation, I'd probably go with a couple of add-ons. <ul> <li data-xf-list-type="ul">Ordinaries don't get Fatigue. All the damage they take is straight to wounds. That means they only have <strong>Constitution</strong> hit points, ever. Much shorter fights, and much more cinematic.</li> <li data-xf-list-type="ul">Non-lethal damage as either subdual or a save-system similar to what I mentioned above. I'd probably used base 5 for Heroes (PC or villain), and base 10 for Ordinaries and other mooks. Maybe a base 7 for tough lieutenants. Adjust to taste as the campaign continues.</li> </ul><p>Oh, and Improved Damage Threshold is massively awesome, for this campaign. Feel free to take it.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5191959, member: 41187"] It is a huge difference, and something that's not immediately obvious. a) It goes on until either people get tired of punching each other to no real effect (ala Greggory Peck and Charlton Heston in [url=http://www.imdb.com/title/tt0051411/]The Big Country[/url], which is a great scene), someone picks up a chair or breaks a bottle to start doing real damage, or someone that [I]is[/I] good in a brawl lands a lucky shot (enough damage to potentially knock out a foe). b) If a character is strong then the Brawl feats give him a lot of knockout potential. With a 14+ Strength, he can knock out a normally healthy guy [U]of any level[/U] with a non-critical punch. That's an important feature to keep in mind. c) Power Attack is your friend in a brawl. It works with your unarmed damage, and can easily give you those extra, necessary, points of damage. d) Unless the character is built to be a brawler, get a stun gun or a taser. They're cheap, they're more effective, and they'll work a lot more often. And there are a lot of people that feel that way. In which case you have a few options: 1) Sub-dual damage. This has a bad side: high level foes cannot be knocked out without almost killing them first. 2) Turn non-lethal into an automatic saving throw with staged results. Fort DC = 5 + non-lethal Damage. Failure leaves the target [I]dazed[/I], failure by 5+ leaves the target [I]stunned[/I], failure by 10+ leaves the target [I]staggered[/I], and failure by 15+ leaves the target [I]unconscious[/I]. Tweak the base DC to fit the style of game (and feel free to make it different for Ordinaries than for Heroic characters). And give a +1 per Improved Damage Threshold feat. 3) Some other thing I haven't heard/thought of before. And totally ridiculous. And totally destructive of my suspension of disbelief. And offensive to the U.S. Marine in me, and my sense of how people fight. And makes Quai Chang Kang more dangerous than an anti-tank rocket. But hey, some folks love it. :) The important thing is to have fun. In this situation, I'd probably go with a couple of add-ons. [list=#] [*]Ordinaries don't get Fatigue. All the damage they take is straight to wounds. That means they only have [B]Constitution[/B] hit points, ever. Much shorter fights, and much more cinematic. [*]Non-lethal damage as either subdual or a save-system similar to what I mentioned above. I'd probably used base 5 for Heroes (PC or villain), and base 10 for Ordinaries and other mooks. Maybe a base 7 for tough lieutenants. Adjust to taste as the campaign continues.[/list] Oh, and Improved Damage Threshold is massively awesome, for this campaign. Feel free to take it. Good luck. [/QUOTE]
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