Everlasting D&D Campaign Attempt #99102
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Nonlethal Damage and Damage Conversion

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Nonlethal Damage and Damage Conversion Empty Nonlethal Damage and Damage Conversion

Post  thanos Thu Dec 16, 2010 6:49 pm

Αρχικά να θυμηθούμε λίγο το Nonlethal damage:

NONLETHAL DAMAGE
Sometimes a creature is clocked in a fi stfi ght or tired out by
a forced march. This sort of trauma doesn’t kill, but it can
knock a creature out or make it faint.

DEALING NONLETHAL DAMAGE
Certain attacks deal nonlethal damage, such as a normal
human’s unarmed strike. Other factors, such as a hot environment
(see page 155), can also deal nonlethal damage.
TRACKING NONLETHAL DAMAGE
Nonlethal damage isn’t the same as hit point damage, so
don’t deduct nonlethal damage from a creature’s current hit
points. Instead, keep a running total of how much nonlethal
damage a creature accumulates.

EFFECTS OF NONLETHAL DAMAGE
When a creature’s nonlethal damage equals its current hit
points, that creature is staggered. A creature falls unconscious
when its nonlethal damage exceeds that creature’s current
hit points. It doesn’t matter whether the nonlethal damage
equals or exceeds a creature’s current hit points because the
nonlethal damage has gone up or because that creature’s
current hit points have gone down.
Staggered
A staggered creature is so roughed up that it can take only a
standard action or a move action in each round. A staggered
creature ceases being staggered when its current hit points
once again exceed its nonlethal damage.
Unconscious
An unconscious creature falls to the ground, helpless.
Spell casters who fall unconscious and recover retain any
spell casting ability they had before going unconscious.

Eν συνέχεια ας κοιτάξουμε αυτό:

Armor Damage Conversion
Armor, in addition to adding a bonus to AC, also converts lethal damage from physical attacks into nonlethal damage. (Shields provide a shield bonus to AC, as normal, but do not convert damage.)

Each time an armor-wearing character is struck by an attack that deals lethal damage, the amount of damage dealt to the character is reduced by an amount equal to the armor bonus (including enhancement) of the armor worn. The character takes and equal amount of nonlethal damage. Damage that is not affected by damage reduction (energy damage and the like) is not converted.

For example, while wearing +1 full plate (total armor bonus +9), Kroh is struck by an arrow for 6 points of damage. Since the armor can convert up to 9 points of damage per attack, the entire 6 points is converted from lethal damage to nonlethal damage. Kroh’s hit point total remains the same, but he increases his nonlethal damage total by 6 points. Later, a hill giant strikes Kroh for a whopping 22 points of damage. The armor converts 9 points of this damage to nonlethal damage, but the remaining 13 points are deducted from Kroh’s hit points.

Nonlethal Damage
An armor-wearing character can ignore nonlethal damage equal to his armor bonus. (In effect, armor grants damage reduction equal to its armor bonus against nonlethal attacks.)

Natural Armor
At your option, you can make natural armor work in the same manner. However, this means that almost no defeated monster is truly dead, which may prove problematic (see Metagame Analysis: Damage Conversion).

This rule also interacts strangely with regeneration—since all damage dealt to a creature with regeneration is treated as nonlethal damage, a regenerating creature with armor or natural armor actually takes less damage than normal when using this system. In case of regenerating creatures, consider eliminating the rule that natural armor works in the same manner.

.... το βρισκώ αρκετά ενδιαφέρον (είναι variant rule από το d20srd.org)!!
thanos
thanos

Posts : 112
Join date : 2010-08-31

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