Kahuna Burger
First Post
I'd like to come up with a set of comprehensive house rules for making it easier to subdue or capture enemies in D&D. I perfer that it not involve feats that people have to take, because I just want it to be a realistic option for someone who hasn't dedicated their character concept to non leathal damage. A few of the idea's I came up with...
Move some weapons around. Saps become simple weapons, nets and bolas are martial, and druids have access to nets as one of their class weapons. Maybe move the whip all the way down from exotic to simple, cause its a commoner's tool just like a sickle...
Adjust the subdual rules, so that the -4 penalty is for doing subdual damage with peircing weapons, slashing weapons take a -2 or -3 and bludgeoning weapons take -1 or -2.
Consider saying that out of every standard damage attack, one point of it is sudual instead... This would give you a situation where going unconsious prior to dying would be the default, without significantly changing the length or difficulty of combat.
Add spells for every class at each level where they have an equivelent leathal damage dealing or combat enhancing spell that will do subdual damage or enhance the ability of allies to subdue/capture.
Standard alchemal and magical items/substances to negate or impair the power of captured enemy spellcasters.
Any suggestions on implementing the above, critiques of balance or further ideas welcome...
Kahuna burger
Move some weapons around. Saps become simple weapons, nets and bolas are martial, and druids have access to nets as one of their class weapons. Maybe move the whip all the way down from exotic to simple, cause its a commoner's tool just like a sickle...
Adjust the subdual rules, so that the -4 penalty is for doing subdual damage with peircing weapons, slashing weapons take a -2 or -3 and bludgeoning weapons take -1 or -2.
Consider saying that out of every standard damage attack, one point of it is sudual instead... This would give you a situation where going unconsious prior to dying would be the default, without significantly changing the length or difficulty of combat.
Add spells for every class at each level where they have an equivelent leathal damage dealing or combat enhancing spell that will do subdual damage or enhance the ability of allies to subdue/capture.
Standard alchemal and magical items/substances to negate or impair the power of captured enemy spellcasters.
Any suggestions on implementing the above, critiques of balance or further ideas welcome...
Kahuna burger
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