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Killing Trolls
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<blockquote data-quote="Bauglir" data-source="post: 1712634" data-attributes="member: 6982"><p>The regeneration means that all damage bar fire and acid counts as subdual damage. The easiest way to describe how it works is by example I think:</p><p></p><p>Lets say you have a troll with 52hp.</p><p></p><p>First the fighter attacks it with his longsword and deals 10 damage.</p><p> - The troll now has 52hp and 10 subdual damage</p><p></p><p>The wizard casts a fireball and deals 20 damage</p><p> - The troll now has 32hp and 10 subdual damage</p><p></p><p>The cleric follows up with a flamestrike dealing 24 damage</p><p> - The troll now has 8hp and 10 subdual</p><p> - Since subdual > hp the troll falls unconcious</p><p></p><p>The troll's turn comes up; it regenerates, losing 3 subdual damage</p><p> - The troll now has 8hp and 7 subdual</p><p> - Subdual is now < hp so the troll can get back up</p><p></p><p>etc..</p><p></p><p>Subdual damage is handled completely separately from real damage, and the knockout occurs when the total subdual damage exceeds the total hp. Regeneration won't affect hp at all - it simply reduces subdual damage.</p><p></p><p>The end result is if you want to coup de grace a troll you'll need to do so with fire or acid damage, since nothing else actually <em>hurts</em> the troll - it just adds to the total subdual damage. This makes cdging a troll quite difficult (even with a flaming sword, the save DC will only be 10+1d6 which the troll is likely to make). The best strategy is to keep hitting it to outpace its regeneration and keep it knocked out while someone gets a good campfire started, then just cook away the thing's hp.</p></blockquote><p></p>
[QUOTE="Bauglir, post: 1712634, member: 6982"] The regeneration means that all damage bar fire and acid counts as subdual damage. The easiest way to describe how it works is by example I think: Lets say you have a troll with 52hp. First the fighter attacks it with his longsword and deals 10 damage. - The troll now has 52hp and 10 subdual damage The wizard casts a fireball and deals 20 damage - The troll now has 32hp and 10 subdual damage The cleric follows up with a flamestrike dealing 24 damage - The troll now has 8hp and 10 subdual - Since subdual > hp the troll falls unconcious The troll's turn comes up; it regenerates, losing 3 subdual damage - The troll now has 8hp and 7 subdual - Subdual is now < hp so the troll can get back up etc.. Subdual damage is handled completely separately from real damage, and the knockout occurs when the total subdual damage exceeds the total hp. Regeneration won't affect hp at all - it simply reduces subdual damage. The end result is if you want to coup de grace a troll you'll need to do so with fire or acid damage, since nothing else actually [i]hurts[/i] the troll - it just adds to the total subdual damage. This makes cdging a troll quite difficult (even with a flaming sword, the save DC will only be 10+1d6 which the troll is likely to make). The best strategy is to keep hitting it to outpace its regeneration and keep it knocked out while someone gets a good campfire started, then just cook away the thing's hp. [/QUOTE]
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