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#41 |
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Join Date: Jan 2018
Location: Sydney, Australia
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#43 | |
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Join Date: Jun 2019
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I'd be perfectly happy with what you just suggested. My variant on that might make less sense, but I've considered no limit at all on how many fatigue (or other non-lethal) hits a figure might accrue without dying, all recovering at 1/15 minutes as long as the figure wasn't actually dead from wounds. At ST 0 (for any reason) the figure must be unconscious of course, but if they aren't truly dead let the fatigue wear off. Practically speaking one can't actively do anything to accumulate more fatigue after losing consciousness anyway, so no unbelievably large number is normally possible. But even if someone somehow got to -23 ST with all the hits being from fatigue or exhaustion, if doesn't defy any laws of physics if they get back to ST 1 and wake up in 6 hours (4x6) all on their own. (I'm fondly recalling the film Excalibur, where Merlin sleeps almost 9 months after enchanting Uther so he could... impersonate Gorlois -- not that we have to go quite that far!) What one would do to keep things reasonable, in the case someone was out cold with a combination of hits for a very long time with no one looking for them, would be to start adding new hits to them for exposure, starvation and dehydration until they really were dead unless help came in time. (Figure even if they were mending from a wound at the same time, 1 ST / 2 days, the environmental damage would have to exceed that rate fairly soon, resulting in ST declining further.) All excellent fodder for story-telling and role-playing.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#44 |
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Join Date: Jan 2018
Location: Sydney, Australia
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It seems to me that widening the gap between unconsciousness and death has some dramatic effects on the game. Whether these are good changes or bad changes might depend on the campaign.
There are probably other effects. But it seems to me the posts in this thread have mostly focused on the first point, and not thought much about the others. And those others matter. |
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#45 | |
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Join Date: Jun 2019
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My suggestions have all been about making the causes of unconscious easier to come by without reducing the chance of death. I've stuck to death starts at ST 0 for all normal wounds. What I am in favor of is a few softer forms of damage (hit with a light club, smacked with a broken chair, a punch in the nose, a knee to the groin) counting more like "fatigue", and only the hits tallied for "fatigue" being excluded from counting directly towards death. Indirectly of course these "fatigue" or "non-lethal" hits still count. An unconscious figure is the easiest figure to kill in TFT. As the rules stand, it's almost impossible to knock out an opponent without killing them even when you might not want to. My advocacy if only for more choice in the matter. If you do still want them dead, finishing them off while unconscious is technically easy. Knocked out is a lot like being knocked down -- mortality goes way up in this game, not down, when figures are off their feet. If an assassin's blow reduces a target's ST from 10 to 0, the target is dead, period, and that doesn't change. My idea is that if the target had 6 hits of fatigue first, if should still take 10 hits to kill then, not 4. The target will still be down and helpless after only 4 hits, and then it's up to the assassin to do something about that.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#46 | |||||
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Join Date: Jan 2018
Location: Sydney, Australia
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I wonder what you mean by a "blunt damage" weapon. Does it include a war hammer? A mace? A giant's club? The UC V touch of death? Because it would be a little weird if those weren't lethal. Quote:
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#47 | ||||
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Join Date: Jun 2019
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I'm on the fence where clubs are concerned. Past a certain weight the damage can only be lethal, perhaps regulated by the ST of the wielder. A good rule for borderline objects might be to say half the hits are lethal and half are not, but that's getting way too granular for TFT rules, which should remain elegant in its simplicity. UC/martial arts attacks should definitely be lethal, but here there's wiggle room -- allow the attacker to decide if they are making lethal hits or not. Same damage rolls, but a master should be able to beat someone senseless to teach them a lesson at no risk of killing them, because they know exactly what they're doing. Quote:
That's not a bug, it's a design feature! That really is the "flavor" I'm going for. But no, not everyone will want to run that kind of game.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#48 | |
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Join Date: Sep 2023
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As someone else suggested in this thread, make some damage non-lethal. I've used this idea in some groups (I moved around a lot). My thought was however for not all blunt damage, but for sapping, bare handed, kicks, magical punches (magic fist and hammer touch), or like. The damage was halved with a portion being lethal and the other portion non-lethal. The character would be knocked unconscious when the Lethal + Non-Lethal was more than the character's ST. Death only with Lethal being more than ST (or whatever House Rule which allows for going negative). As someone said, it is possible to kill by punching. It allows for story content of someone who is left for dead on a battlefield. It also allows for the enemy to take prisoners of the characters only to have the characters negotiate with their captors or make a daring escape. |
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#49 |
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Join Date: Jan 2018
Location: Sydney, Australia
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I think if you want some characters (e.g. PCs) to more often survive being made unconscious then give those characters a talent which lets them do that. e.g. by allowing them to add 1d6 ST some time after being injured up to a maximum of ST 1.
Most of the time, in most campaigns, most GMs will be happy enough for average grunt enemies to die when made unconscious, unless specifically attacked with the intent of a less than lethal result. If so, don't give the talent to everyone. You could even say to players that they can have the talent but it counts as, say, one attribute point. So they can choose between carrying the insurance the GM sells or trusting to their own skills and fortune. Another class of character you might give the talent to is campaign-level influential NPCs who the GM would prefer did not die, because replacing them in his plots would mean a lot of work and perhaps stories would suffer. The king who rules the city the party lives in might be such a character. Giving them the talent is a compromise between letting them die and railroading their survival. Whether a talent like this should exist depends heavily on the kind of campaign and the GM's style. In the style of play imagined by RAW it probably doesn't make sense. |
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#50 |
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Join Date: May 2018
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Good discussion here. I think increasing the range for unconsciousness is good. The original Melee rules of unconsciousness occurring only at ST1 was much too narrow, though surprisingly in practice how often it happens.
My original proposal of knockdown and DX penalties for hits even if stopped by armor was to make things more cinematic. The examples that prompted this for me are big hurly burly brawls such as in the recent D&D movie where the barbarian plows through a platoon of armored guards, not killing many that I surmise, but definitely reducing most of them hors de combat. After winning a battle, combatants are often rushed and don't have time or inclination to finish off unconscious foes. You loot the bodies then move on. If you're in a dungeon, you're moving toward the objective since likely the noise of battle probably is alerting the denizens much more quickly than unconscious foes waking up to sound the alarm. The issue with TFT is the need to rest for spellcasters to recover strength which then makes it more likely for a PC party to hang around and investigate fallen foes further. Just like with the ambient powerstone recharging rules, perhaps there should be an ambient fatigue recovery rule that fatigue recovers at 1 ST per 30 minutes of light exertion, such as walking, riding, hiding. As long as no combat is occurring, fatique just recovers. |
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