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House rule: Knockouts and the Average Joe
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<blockquote data-quote="Forcegypsy" data-source="post: 635057" data-attributes="member: 8862"><p>JPL - The difference to my mind between lethal and non-lethal unarmed damage is very apparent. It is up to the GM to describe it. It is the difference between just punching away and going for the throat and kidneys.</p><p></p><p>I don't know how many real life fights any of you have seen or been in. I am unsure what to think when I read posts about people falling unconcious willy-nilly. </p><p></p><p>In my experience most fights end when one person submits, or the antagonists just get exhausted (this happens very quickly with peoply unused to fighting). I have only ever seen one person go unconcious from injury and let me tell you it was scary. Unconciousness brought on by injury always warrants a visit to the doctor (if you have free medicare <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) as it can be a warning sign of a life threatening condition. </p><p></p><p>I personally have fallen unconcious only once. It turns out I had pneumonia and had exhausted myself shoveling.</p><p></p><p>The knocked-out condition is really more of a semi-concious state. It only lasts for a few rounds and not the minutes/hours (?) you get from subdual damage.</p><p></p><p>JPL - was the purpose of your encounter to get the pc's in a helpless condition? Assessing threat can be the hardest part of being the GM (mechanics part anyway). Was your scotsman alone? Against how many PC's? What was the difference in levels.</p><p>Did you think of using grappling?</p><p></p><p>I've lost count of how many times in the past an encounter didn't go as planned because the PC's were more resilient than I had anticipated. Throwaway npc's generally have to designed specifically for the purpose they are intended for otherwise they can get walked over. Generally it is almost always a good idea to outnumber the pc's. Let them calculate the odds and give themselves up. K-O's are really only usefull from surprise anyway.</p><p></p><p>Pbartender - Is your fort save mechanic triggered whenever non-lethal damage is taken? An immediate problem I see with that is that it hardly matters how good your save is. This will really favor the npc's. The more rolls you force your pc's to make, the more likely they will fail regardless of their save (1 in 20 chance to fail - increasing the statistical chance of failure with every roll made)</p></blockquote><p></p>
[QUOTE="Forcegypsy, post: 635057, member: 8862"] JPL - The difference to my mind between lethal and non-lethal unarmed damage is very apparent. It is up to the GM to describe it. It is the difference between just punching away and going for the throat and kidneys. I don't know how many real life fights any of you have seen or been in. I am unsure what to think when I read posts about people falling unconcious willy-nilly. In my experience most fights end when one person submits, or the antagonists just get exhausted (this happens very quickly with peoply unused to fighting). I have only ever seen one person go unconcious from injury and let me tell you it was scary. Unconciousness brought on by injury always warrants a visit to the doctor (if you have free medicare :D) as it can be a warning sign of a life threatening condition. I personally have fallen unconcious only once. It turns out I had pneumonia and had exhausted myself shoveling. The knocked-out condition is really more of a semi-concious state. It only lasts for a few rounds and not the minutes/hours (?) you get from subdual damage. JPL - was the purpose of your encounter to get the pc's in a helpless condition? Assessing threat can be the hardest part of being the GM (mechanics part anyway). Was your scotsman alone? Against how many PC's? What was the difference in levels. Did you think of using grappling? I've lost count of how many times in the past an encounter didn't go as planned because the PC's were more resilient than I had anticipated. Throwaway npc's generally have to designed specifically for the purpose they are intended for otherwise they can get walked over. Generally it is almost always a good idea to outnumber the pc's. Let them calculate the odds and give themselves up. K-O's are really only usefull from surprise anyway. Pbartender - Is your fort save mechanic triggered whenever non-lethal damage is taken? An immediate problem I see with that is that it hardly matters how good your save is. This will really favor the npc's. The more rolls you force your pc's to make, the more likely they will fail regardless of their save (1 in 20 chance to fail - increasing the statistical chance of failure with every roll made) [/QUOTE]
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