[PnP] Subdual

Thomas O. Magann Jr. tmagann at earthlink.net
Thu Dec 24 18:00:58 CET 2009


I couldn't find any combat rules in V2, but then, I've always prefered books over files for looking up rules, so I probably missed it.

But, in V1, while healing subdual guidelines are lacking, the damage is clear enough: 20% of subdual done with a subduing designed weapon is real, 40% if done with a weapon design to kill, what with all those sharp edges and pointy bits to get in the way.

It sounds to me as though subdual is real enough damage, just focused more on pain and bruing than bloodloss and death (again, barring bits of the weapon getting in the way in the heat of combat). In other words, it hurts worse than it really is.

So, what I propose is a bit simple for rules complex PnP, but just let healing (magic, skill, herb, or time) heal 5 points of subdual per point of normal healing it would do, but only AFTER the "real" damage was healed. If it resulted in a fully healed unconscious target consider that target now simply asleep and no harder to awaken than anyone else under all the regular conditions that the bustle of healers after a battle might generate (and the target may well have a skill that enhances waking chance). Or just poke their shoulder until they tell you to stop.

Partial healing of real damage would shorten the unconsciousness time, which is based on real damage and Stamina, but even partially healing subdual damage (which means fully healing real damage) wouldn't wake anyone up sooner than the minimum unconsciousness time (10-StB, I think) (after all they're still damaged and subject to the effects of the damage),  but the method used to heal may well give a StB bonus which WOULD shorten the minimum time, and might actually, if Native StB + bonus StB = 10+, end it as well as fully healing the damage.

Ok, that went on longer than I hoped. Maybe it IS complex enough for PnP.




 

Thank you for your time,

Thomas O. Magann Jr.




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