Rules for knockouts

Side note, I ran a couple sessions using WP/VP and armor converts damage to non-lethal...
Getting knocked out became alot easier.. had lots of fights were the losers were unconsious. Of course, I also had a fight that took soo long that some bad guys regained thier abiltiy to fight again!!

It was a nice change, but it didn't work for my current set of players. I will use it again if I can get a slighly more gritty group together :)
 

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shilsen said:
1) Surprise knockout attempt. If a target is surprised, and the damage dealt is nonlethal, the target needs to make a Fort save, with a DC of 10+ damage dealt. If they fail, they are knocked unconscious for 1 minute.

Much like Man in the Funny Hat said this is simply too good.

Do you really want to see your players starting off the suprise round by casting a (Rod of Lesser Maximized) Subdual-Substituted Fireball and generating DC 30 knockout saves for the entire enemy force? :confused:
 

Pyrex said:
Much like Man in the Funny Hat said this is simply too good.

Do you really want to see your players starting off the suprise round by casting a (Rod of Lesser Maximized) Subdual-Substituted Fireball and generating DC 30 knockout saves for the entire enemy force? :confused:
Actually, if I do use these rules, I'm planning to use the formula of 15 + (damage/5) to set the DC. So 25 pts of damage would be DC 20, which even 1st lvl warrior with no Con bonus has a 10% chance of making. So it would be easy enough to knock out low-level characters (and even they'd have a chance of making the save), but much rarer for high lvl ones.
 


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