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Old 02-15-2018, 04:39 AM   #38
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Negative Hit Point effects

Quote:
Originally Posted by Kelly Pedersen View Post
The key thing to remember is that the character with negative HP is in trouble. They're going to be standing for a few more seconds, at best. If they try anything besides moving at a slow walking pace (1 yard per second), including anything that requires serious mental effort (a Concentrate maneuver is not a Do Nothing maneuver!), they'll pass out in fairly short order. If my opponent is at negative HP and I'm not, and the opponent doesn't have allies to fight instead of them, they're basically defeated, it's just a matter of time.
B364 says that 'Do Nothing' allows no movement. Thus if they move at all, they risk collapsing. If you can force Dodges from range, as people have noted, they either take the hits or risk collapsing. Even with enough HT+Fit, etc. to get a 16- for their roll their chance of making 30 checks without fail is only 39%, and it's about 15% to make 60 checks. Thus in a minute or two the person in negative HP is on the ground if you can force them to keep acting/reacting.

Alternatively, you can just run off a safe distance and then walk away and leave them for dead.
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