unarmed combat question

I think you're right - I was thinking of my doctor NPC, not a normal PC. In that case, you can take 10, and just need a total of +5 bonus (pretty easy if you use aid another). Or, just roll for it...odds are you will stabilize in a couple of round anyway. As long as all opponants are down and you are not threatened, it is pretty easy to stabalize someone.

No, I do not mind Misty. Never got angry about it....
 

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On a somewhat odd note, I think that it's good to look at TV shows for the best way to go about things. Mistwell, readng your post made me think of Buffy the Vampire Slayer, in a good way. After every fight, the heroes can pretty much always check out whoever got knocked out or knocked down and say, "You alright?" while making an icepack or putting something on their cuts. Nobody on the show plays a doctor, but after seven years, they're all experienced enough to have put at least a few cross-class ranks into Treat Injury. And like you said, you can always Take Ten, which means that if you've got a Wisdom of 13, all you need to do is put in four ranks and carry a first-aid kit in your backpack.

-Tacky, monoparagraphically
 

takyris said:
Mistwell, readng your post made me think of Buffy the Vampire Slayer...

-Tacky, monoparagraphically

CAUTION! The following is completely off topic.

I don't watch much television, but I do catch Buffy sometimes, and now I watch Angel too.

Being a super-geek, I often consider the action in the show from the viewpoint of RPG game mechanics. And when I'm looking at the 3e Vampire, I often think of Spike, Angel, and the other Buffy vampires.

The 3e Vamp stats don't capture them all that well. The Fleshbound Vampire template is better, but still not dead-on. Buffy-type Vampires definitely feel pain, and even a good right-hook can sometimes drop one. I'd been thinking regeneration/fast healing, but with no DR and not so much natural armor.

But it would be even better if they had to make a saving throw to avoid being stunned (or even ko'd) when taking a certain amount of damage, ala d20 Modern. Of course, you couldn't use Con and Fortitude saves. Default to Charisma and Will, I suppose?

Oh, and Frightful Presence for the whole demon-face thing. Its a must-have. Yup.

Okay, I'm done.

---multiparagraphically, Dag
 

Mistwell said:
An additional factor:

Brass knuckles + Brawl feat = 1d6+1 nonlethal
Brass knuckles + Improved Brawl = 1d8+1 nonlethal
Brass knuckles + Improved Brawl + Knockout Punch= 2d8+2 nonlethal
Brass knuckles + Improved Brawl + Improved KO Punch = 3d8+3 nonlethal

I've also been toying with the idea of writing a "Macgyver" fighting feat - that one-punch knockout type of thing. Figure maybe it reduces the target number you have to make to KO someone, but I haven't thought too much about the mechanics of it - any thoughts?

jericho
 

takyris said:
You're completely correct on the stabilization chance in D&D. Thing is, though, in D&D, it was always just a 10% chance. In Modern, a first level character will most likely have that 10% chance (either a +0 Fort save and a 14 Con, or a +1 Fort save and a 12 Con), and it keeps getting better each level. You're far more likely to stabilize in Modern than you were in D&D.
Well, in either system it's only a DC 15 Heal check to stabilize someone. And in D&D, the cleric just turns a prepared 0-level spell into a Cure Minor Wounds and stabilizes the person.

Point taken about the lethal force stuff. Saps are still useless in d20 Modern, though. :)
 

If you want to help out the poor ineffective sap, give it a big bonus when used with the knockout punch feat.

And, well, it IS better than a tonfa. And, it's cheap!
 

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