NotActuallyTim
First Post
Just set a DC and make a strength check. If you want something to be simple, make it simple.
Generally its the same issue as any kind of "called shot" system: its a really fine balancing act between "too hard to attempt" and "easiest way to kill everything."Thanks for the suggestions - it seems like there's not much support for my 1/4 total HP directed to the head (specifically) idea and that's fine . I'll experiment with some of these options the next time the opportunity arises.
Ah. No. I meant "grunt" in terms of a more generic NPC rather than a named or important one. The Rogue isn't going to be one-shotting the BBEG, but Assassins certainly can take out foes who would be more than just massed chaff.If something is truely a "grunt"; i.e. only a level specific challenge in mass numbers; this is most likely already the case. I'm not sure there really needs to be a rule for this. If the knockout is so trivial one hit will do, just handwave it; if it isn't, subtract the damage and progress naturally from there. Naturally, the subduer should be informed of the trivality, or lack their of, after the attack. #YMMV
As a player, it feels pretty crappy when you accidentally kill an ally or decapitate innocent guards during a misunderstanding. What is it you are looking to add to the game through adding in a chance of random unintentional homicide?
Sure, where it's often used as a fairly heavy-handed device to capture the hero or let a villain get away or otherwise move the plot along...Yeah - I'm not interested in applying massive damage. I just want players to have the ability to bonk a target on the head and knock them out for a short period of time. They don't have to go into a coma!
It's a pretty common occurrence in adventure stories but seems especially hard to do in the game.
Make it an attack with disadvantage (so better to sneak up on someone if you want to do it). Have the target make a CON save, DC 8 (or less) + attack bonus. If it fails, it's down & stunned or unconscious, save each round, on a success it recovers. Set a relative level and/or damage and/or size threshold if you want an extra layer of difficulty, or use them to determine stunned vs unconscious vs some lesser condition, and feel free to consider many sorts of foes immune (ie, make it more a weakness of humanoids than an immunity that everything else gets).I think it's especially useful when encountering humanoids which is quite often.