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General Tabletop Discussion
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Mechanism to directly knock unconscious an opponent or unsuspecting NPC?
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<blockquote data-quote="TheHirumaChico" data-source="post: 8011365" data-attributes="member: 7022501"><p>Understood, and again I greatly appreciate getting the rationale of choices made directly from the source so quickly!</p><p></p><p>And [USER=6855284]@M3woods[/USER] thanks for the very relevant suggestion! I am utilizing those nifty Mook and Boss rules for lethal combat, but in this specific case, my players were trying to capture the opponent, who is a "henchmen" (a level between mook and boss in old Spycraft RPG parlance). I was honestly happy for them not being able to "one-punch" her, and she managed to escape through judicious use of luck dice and her "Lucky Escape" exploit (I had hoped to have her reappear, but wasn't going to force it).</p><p></p><p>Nevertheless, the "Vulcan nerve-pinch/karate-chop-to-neck/sap-to-the-back-of-the-head = character-go-night-night" is a common action story genre trope that my players and I are discussing how to handle. It's great to hear the designer's insight on the decision to not have it in the rules as published, and it's a decision that many other RPG designers have also made. I am lucky to have a great group of players who understand that the knife cuts both ways, and we've developed the trust that if the bad guys do it to them, they will eventually have opportunities to get themselves out of the jam (despite my general adherence to <a href="http://legendspbem.angelfire.com/eviloverlordlist.html" target="_blank">The Evil Overlord Manifesto</a>). </p><p></p><p>In my game we're currently using <a href="https://www.patreon.com/posts/extreme-22980940" target="_blank">Eons 129 Extreme Conditions</a> and so I'm currently leaning towards adding an option in my game to the list of Called Shots to send the opponent directly to Dazed 3. To mitigate it a bit, I'm thinking of giving it a limited duration, maybe 1d6 rounds (max if a mook), then the victim automatically recovers to Dazed 2 and can start attempting to "shake it off". I'd be delighted with any feedback on this concept. It will still be considered a temporary condition, so that non-mook characters can still spend a luck die to cancel the condition as a reaction. Thanks again for all the responses thus far.</p></blockquote><p></p>
[QUOTE="TheHirumaChico, post: 8011365, member: 7022501"] Understood, and again I greatly appreciate getting the rationale of choices made directly from the source so quickly! And [USER=6855284]@M3woods[/USER] thanks for the very relevant suggestion! I am utilizing those nifty Mook and Boss rules for lethal combat, but in this specific case, my players were trying to capture the opponent, who is a "henchmen" (a level between mook and boss in old Spycraft RPG parlance). I was honestly happy for them not being able to "one-punch" her, and she managed to escape through judicious use of luck dice and her "Lucky Escape" exploit (I had hoped to have her reappear, but wasn't going to force it). Nevertheless, the "Vulcan nerve-pinch/karate-chop-to-neck/sap-to-the-back-of-the-head = character-go-night-night" is a common action story genre trope that my players and I are discussing how to handle. It's great to hear the designer's insight on the decision to not have it in the rules as published, and it's a decision that many other RPG designers have also made. I am lucky to have a great group of players who understand that the knife cuts both ways, and we've developed the trust that if the bad guys do it to them, they will eventually have opportunities to get themselves out of the jam (despite my general adherence to [URL='http://legendspbem.angelfire.com/eviloverlordlist.html']The Evil Overlord Manifesto[/URL]). In my game we're currently using [URL='https://www.patreon.com/posts/extreme-22980940']Eons 129 Extreme Conditions[/URL] and so I'm currently leaning towards adding an option in my game to the list of Called Shots to send the opponent directly to Dazed 3. To mitigate it a bit, I'm thinking of giving it a limited duration, maybe 1d6 rounds (max if a mook), then the victim automatically recovers to Dazed 2 and can start attempting to "shake it off". I'd be delighted with any feedback on this concept. It will still be considered a temporary condition, so that non-mook characters can still spend a luck die to cancel the condition as a reaction. Thanks again for all the responses thus far. [/QUOTE]
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Mechanism to directly knock unconscious an opponent or unsuspecting NPC?
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