Subdual and Normal Damage overlap.

Stalker0

Legend
I'm having trouble figuring out exactly how sub and normal damage past 0 hp.

Let's say we have a 10 hp guy. He takes 9 points of subdual and then 2 points of real. Is he knocked out and bleeding or is he just knocked out? Is he at -2 hp or 0?

Now reverse it, he takes 2 points of real, and then 9 points of subdual, how about then?

Does it always depend on what the last blow was or, what total is higher or what?
 

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basically if your subdual is greater than your current HP, you are knocked out.

So if I am a 10hp charecter with 9 subdual damage, and that pesky wizard hits me with his crossbow for 2 damage, I have 8 hit points and 9 subdual, and I am now unconsious

But if I am a 10hp charecter with 2 subdual damage, and that am hit for 9 subdual damage, I have 8 hit points and 9 subdual, and I am now unconsious
 

hammymchamham said:
But if I am a 10hp charecter with 2 subdual damage, and that am hit for 9 subdual damage, I have 8 hit points and 9 subdual, and I am now unconsious

Eh? Why would your 10hp drop to 8?
 

hammymchamham said:
basically if your subdual is greater than your current HP, you are knocked out.


That's the right way, and the simplest way, to calculate it. Don't substract subdual damage from your current hit point total. Keep the tabs separated. Like Hammymchamcham (should it be hammychamcham?) said, when your subdual total is higher than your current hp total, you're knocked out. If your subdual damage = your current hp total, you're staggered (you may only take partial actions each round).

Maitre D
 

Stalker0 said:
Let's say we have a 10 hp guy. He takes 9 points of subdual and then 2 points of real. Is he knocked out and bleeding or is he just knocked out? Is he at -2 hp or 0?

Now reverse it, he takes 2 points of real, and then 9 points of subdual, how about then?

Does it always depend on what the last blow was or, what total is higher or what?

He is not bleeding and in need of stabilization until he has taken damage in EXCESS of his hit points (i.e. is brought below 0 through normal damage). In the first example, he is knocked unconcious, but is not bleeding, and is thus still stable (effectively as if he still has 8 hp). Same thing goes for the reverse. The two damage types are separate.
 

Re: Re: Subdual and Normal Damage overlap.

aliensex said:
He is not bleeding and in need of stabilization until he has taken damage in EXCESS of his hit points (i.e. is brought below 0 through normal damage).

Exactly. As silly as it is, you can't kill or even truly injure someone with subdual damage. However, a blizzard or heat wave is not so forgiving. :D
 


nope its hammymchamham, (Hammy McHamham if you will) :)

And it is easier to keep regular damage and subdual seperate, thats why they list it seperate on the offical charecter sheet. If your current HP is less than subdual you fall.
 
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Keep two totals. One is your current hit points. Real damage lowers this total. The other is subdual damage. It always starts at 0. Subdual damage increases this total. Whenever the subdual total is higher than your current hit points, you are unconscious.
 

I always pictured subdual damage and lethal damage like a move-OS FX shot; two colored bars that raise and lower, making cool beeping sounds as they do so, while data scrolls down these little mini-windows to their sides and cool symbols flash in the background. :D
 

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