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Where is unconsciousness
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<blockquote data-quote="Lord Vangarel" data-source="post: 200176" data-attributes="member: 223"><p>Frostmarrow</p><p></p><p>I've been testing this rule in play for 3 weeks now and here are some of my conclusions.</p><p></p><p>Damage from sources where armour doesn't apply are counted as real damage. As you say poison gas damage would all be real, venom likewise has already entered the bloodstream.</p><p></p><p>Sneak attacks should not ignore the armour. The better protected you are the less likely the sneak attack does some permanent harm.</p><p></p><p>I haven't considered combining the rule with defense yet. If you did I would suggest the better the armour the more it effects the defense rating.</p><p></p><p>Since starting to use the rule no character has gone below 0 hp. Most drop unconscious with between 10 and 20 hit points remaining. The result of this is death seems to become less of a threat. (Not sure if that's a good thing yet!)</p><p></p><p>I have had it that a character who is unconscious continues to bleed each round at the rate of 1hp. The normal 10% chance to simply stop bleeding is still checked.</p><p></p><p>As regards healing I've had it that magical healing affects the real hit points first and then the subdual damage. Although there's no reason for it not to effect both. I might try this next session.</p></blockquote><p></p>
[QUOTE="Lord Vangarel, post: 200176, member: 223"] Frostmarrow I've been testing this rule in play for 3 weeks now and here are some of my conclusions. Damage from sources where armour doesn't apply are counted as real damage. As you say poison gas damage would all be real, venom likewise has already entered the bloodstream. Sneak attacks should not ignore the armour. The better protected you are the less likely the sneak attack does some permanent harm. I haven't considered combining the rule with defense yet. If you did I would suggest the better the armour the more it effects the defense rating. Since starting to use the rule no character has gone below 0 hp. Most drop unconscious with between 10 and 20 hit points remaining. The result of this is death seems to become less of a threat. (Not sure if that's a good thing yet!) I have had it that a character who is unconscious continues to bleed each round at the rate of 1hp. The normal 10% chance to simply stop bleeding is still checked. As regards healing I've had it that magical healing affects the real hit points first and then the subdual damage. Although there's no reason for it not to effect both. I might try this next session. [/QUOTE]
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