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House Rule for Knockouts, Motion?
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<blockquote data-quote="takyris" data-source="post: 555620" data-attributes="member: 5171"><p>I'm considering a couple of house rules, and wanted to get people's feelings on them.</p><p></p><p>1) Alter "Knockout Punch" and "Improved Knockout Punch" so that they function whenever an opponent is denied his Dex bonus to Defense, and not just when he's flat-footed. If someone wants to invest in the requisite feats to get Improved Feint, they should be able to use it.</p><p></p><p>Is it too powerful? A guy who can use this would be able to use it every round, meaning that every round, he can make a bluff check and, if successful, do a whole mess of nonlethal damage. It would almost definitely bring up the need for a Fort save each time it was used, and even on a success, the target is dazed and loses his next turn.</p><p></p><p>On the other hand, what this means, really, is that our feat-using hero is using a whole lot of abilities: Brawl, Knockout Punch, Improved Knockout, Improved Feint (which requires Streetfighting), as well as putting points into Bluff and having the Base Attack Bonus necessary to hit the target. Using all those abilities to potentially deny one target his next action doesn't seem entirely out of line.</p><p></p><p>2) Anybody have good house rules on getting knocked around during combat? I was thinking of something along the lines of "If you take enough damage to require a massive damage check, you also must make a Reflex save to avoid getting knocked five feet in a random direction (rolling d10/2 to pick a direction that ranges from "6" to "4", counterclockwise on a numeric keypad.</p><p></p><p>Dunno if that's too powerful, or it if complicates things unnecessarily. It would only apply to certain types of damage, of course.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 555620, member: 5171"] I'm considering a couple of house rules, and wanted to get people's feelings on them. 1) Alter "Knockout Punch" and "Improved Knockout Punch" so that they function whenever an opponent is denied his Dex bonus to Defense, and not just when he's flat-footed. If someone wants to invest in the requisite feats to get Improved Feint, they should be able to use it. Is it too powerful? A guy who can use this would be able to use it every round, meaning that every round, he can make a bluff check and, if successful, do a whole mess of nonlethal damage. It would almost definitely bring up the need for a Fort save each time it was used, and even on a success, the target is dazed and loses his next turn. On the other hand, what this means, really, is that our feat-using hero is using a whole lot of abilities: Brawl, Knockout Punch, Improved Knockout, Improved Feint (which requires Streetfighting), as well as putting points into Bluff and having the Base Attack Bonus necessary to hit the target. Using all those abilities to potentially deny one target his next action doesn't seem entirely out of line. 2) Anybody have good house rules on getting knocked around during combat? I was thinking of something along the lines of "If you take enough damage to require a massive damage check, you also must make a Reflex save to avoid getting knocked five feet in a random direction (rolling d10/2 to pick a direction that ranges from "6" to "4", counterclockwise on a numeric keypad. Dunno if that's too powerful, or it if complicates things unnecessarily. It would only apply to certain types of damage, of course. -Tacky [/QUOTE]
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House Rule for Knockouts, Motion?
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