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Join Date: Aug 2018
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Quote:
This way we could either use Basic Set's Shove (double knockback, if your striking ST is enough to do a multiple of their ST or HP) to try and wake them up without injury. I don't know if "I got relocated 1 yard to the next hex" is necessarily an automatic wakeup, but it should probably give a pretty good chance for it happening. For thresholds prior to 1 yard knockback (sometimes getting ST-2 on a ST20 dragon can be tricky) maybe we could still have some rules for "I felt that" as even if you can't roll someone a yard, perhaps you still nudged them enough to perceive it. That perception has got to be muffled a bit while asleep (there are some sensations you can feel when awake but if you do feel them while asleep, it might just nudge you a bit towards consciousness without fully waking you) but still have some potential... We can't use shock directly (1 HP won't even do that on an HP creature, and shoves don't inflict injury anyway... plus it would make you unable to wake those who don't suffe rshock like with HPT) but maybe it could serve as some kind of rough guideline here of how perceptible "basic damage" (shoves still inflict that) is to creatures. Blunt Force Trauma if we applied it as a blanket 20% allowing fractional (0.2hp per 1 crushing dmg, not just 1hp per 5hp DR stops) could be useful. Like maybe you roll Perception at +1 per 1/100 HP of injury to perceive injury? This would give you per+2 to sense 0.2 HP lost to blunt force trauma from 1 crushing damage stopped by flexible DR or the basic damage rolled by a shove, as one example. Rigid DR doesn't seem like it should convey a sense of touch, since it's a hard carapace, unless it actually knocks you back... but "below-threshold" knockback still seems like it ought to be perceptible. What if rigid DR wasn't immune to BFT but just applied BFT so it was negligible? IE instead of suffering 20% injury from what DR stops, rigid (default) DR instead suffers 4% injury? If we defined DR as a physical structure (think a turtle's shell) then if applying x1/5 x1/5 (1/25 = 4%) BFT directly to HP of those with DR is too extreme, you could instead apply it to whatever HP you define it as having (think "Damage to Armor" per Low-Tech) High HP would have the advantage of being hard to cripple (1/3 HP = 1/2 DR) and being hard to knock back, but the disadvantage of inflicting higher knockback damage from collision with it's wearer should damage be sufficient enough to do so, and also count as encumbrance. |
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| Tags |
| affliction, drowsy, sleep, unconsciousness |
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