Post by DM Hawk on Oct 23, 2022 12:33:33 GMT -5
Hail Cormyrians!
Last year DM Jorteck implemented a non-lethal damage system by which Player Characters may deal non-lethal damage against other PC's or monsters. When enough non-lethal damage is dealt the target is knocked out.
Non-Lethal Damage from Subdue Mode can be used to knock out rather than kill an opponent. This can be used when sparring with friends, capturing rather than killing an enemy, and when someone's asking for it but doesn't need to die.
Giving someone a beatdown remains against the law in most cases but carries a lighter penalty than killing someone.
Having the ability to engage in non-lethal combat gives players more options when facing armed conflict.
Keep in mind when using Subdue Mode that your opponent may not. It's possible to take lethal damage from your opponent while attempting to deal non-lethal damage back. Be careful.
frc.proboards.com/post/361857/thread
The updated chat commands can be viewed any time in game using the /help command. The /subdue command is on the list.
Enter /subdue to start Subdue Mode. When using Subdue Mode in combat, your character will deal non-lethal damage instead of physical damage.
Fighting to subdue an opponent instead of killing them is difficult, requiring restraint and self-control. A penalty of -4 is applied to the character's attack bonus.
To exit Subdue Mode, use the same command: /subdue
One character's regular attack bonus.
The same character's attack bonus with the Subdue Mode penalty applied.
Fight
Fighting in Subdue Mode dealing non-lethal damage, as shown in Flesh Wound Pink font in parentheses. Lethal physical damage dealt is zero.
Non-Lethal Damage taken is shown as a percentage towards Knock Out on your character portrait. The percentage represents hit points lost to non-lethal damage in ratio to the character's total hit points. When the Knock Out percentage reaches 100% the character is knocked out.
Note the attack penalty icon next to the portrait indicating the -4 penalty for fighting in Subdue Mode.
Non-Lethal damage heals at the higher rate between 1% of maximum hit points or 1 hit point per minute.
As your character heals non-lethal damage, the KO percentage reduces.
Healing potions can restore non-lethal damage.
Bring it
When a character receives non-lethal damage equal to his total hit points a knockout occurs. Knocked out characters fall unconscious and are paralyzed. They will remain in this state until the non-lethal damage is recovered.
The character portrait of a knocked out character demonstrates the KO Percentage above 100%. As KO damage is healed, the percentage will decrease. When the KO damage is reduced below 100% the character will wake up and can take action.
Waking up does not mean all of the character's non-lethal damage is healed. The character may still have a high percentage of non-lethal damage and be realistically easy to knock out again until they've healed all the non-lethal damage taken.
Come at me bro
Elemental or energy damage remains lethal even when fighting in Subdue Mode. Only physical damage is changed to non-lethal damage.
A character knocked out by an opponent in Subdue Mode wielding a weapon that dealing elemental or energy damage will show reduced hit points from lethal elemental damage and non-lethal physical damage.
It is possible to kill someone in subdue mode if lethal energy or elemental damage reduces the opponents hit points. Opponents taking these types of lethal damage while in subdue mode will face death and dying scenarios at 0 hit points and -11 hit points normally.
A character taking lethal and non-lethal damage from an opponent fighting in Subdue mode will heal Non-Lethal damage as described above but Lethal Damage will remain until healed by magic, healing items, or resting.
Subdue Mode and Non-Lethal damage work on monsters as well and they can be knocked out.
Fighting a monster while using Subdue Node and wielding a weapon with energy or elemental damage will deal non-lethal physical damage and lethal bonus damage to the monster just as it would a player character opponent.
This monster was knocked out but has also been injured by lethal bonus damage.
Monsters heal from non-lethal damage as player characters do.
Watch out, monsters can use Subdue Mode as well and can knock out players. And run off with all their stuff.
Continuing to strike a knocked out creature will begin dealing lethal damage, even in Subdue Mode. An opponent can only take so much non-lethal damage before it becomes lethal. Be careful.
We hope you'll enjoy finding creative uses for this feature on FRC.
Thank you to DM Jorteck for developing this for us and to Embra for assisting with the demo.
Last year DM Jorteck implemented a non-lethal damage system by which Player Characters may deal non-lethal damage against other PC's or monsters. When enough non-lethal damage is dealt the target is knocked out.
Non-Lethal Damage from Subdue Mode can be used to knock out rather than kill an opponent. This can be used when sparring with friends, capturing rather than killing an enemy, and when someone's asking for it but doesn't need to die.
Giving someone a beatdown remains against the law in most cases but carries a lighter penalty than killing someone.
Having the ability to engage in non-lethal combat gives players more options when facing armed conflict.
Keep in mind when using Subdue Mode that your opponent may not. It's possible to take lethal damage from your opponent while attempting to deal non-lethal damage back. Be careful.
frc.proboards.com/post/361857/thread
The updated chat commands can be viewed any time in game using the /help command. The /subdue command is on the list.
Enter /subdue to start Subdue Mode. When using Subdue Mode in combat, your character will deal non-lethal damage instead of physical damage.
Fighting to subdue an opponent instead of killing them is difficult, requiring restraint and self-control. A penalty of -4 is applied to the character's attack bonus.
To exit Subdue Mode, use the same command: /subdue
One character's regular attack bonus.
The same character's attack bonus with the Subdue Mode penalty applied.
Fight
Fighting in Subdue Mode dealing non-lethal damage, as shown in Flesh Wound Pink font in parentheses. Lethal physical damage dealt is zero.
Non-Lethal Damage taken is shown as a percentage towards Knock Out on your character portrait. The percentage represents hit points lost to non-lethal damage in ratio to the character's total hit points. When the Knock Out percentage reaches 100% the character is knocked out.
Note the attack penalty icon next to the portrait indicating the -4 penalty for fighting in Subdue Mode.
Non-Lethal damage heals at the higher rate between 1% of maximum hit points or 1 hit point per minute.
As your character heals non-lethal damage, the KO percentage reduces.
Healing potions can restore non-lethal damage.
Bring it
When a character receives non-lethal damage equal to his total hit points a knockout occurs. Knocked out characters fall unconscious and are paralyzed. They will remain in this state until the non-lethal damage is recovered.
The character portrait of a knocked out character demonstrates the KO Percentage above 100%. As KO damage is healed, the percentage will decrease. When the KO damage is reduced below 100% the character will wake up and can take action.
Waking up does not mean all of the character's non-lethal damage is healed. The character may still have a high percentage of non-lethal damage and be realistically easy to knock out again until they've healed all the non-lethal damage taken.
Come at me bro
Elemental or energy damage remains lethal even when fighting in Subdue Mode. Only physical damage is changed to non-lethal damage.
A character knocked out by an opponent in Subdue Mode wielding a weapon that dealing elemental or energy damage will show reduced hit points from lethal elemental damage and non-lethal physical damage.
It is possible to kill someone in subdue mode if lethal energy or elemental damage reduces the opponents hit points. Opponents taking these types of lethal damage while in subdue mode will face death and dying scenarios at 0 hit points and -11 hit points normally.
A character taking lethal and non-lethal damage from an opponent fighting in Subdue mode will heal Non-Lethal damage as described above but Lethal Damage will remain until healed by magic, healing items, or resting.
Subdue Mode and Non-Lethal damage work on monsters as well and they can be knocked out.
Fighting a monster while using Subdue Node and wielding a weapon with energy or elemental damage will deal non-lethal physical damage and lethal bonus damage to the monster just as it would a player character opponent.
This monster was knocked out but has also been injured by lethal bonus damage.
Monsters heal from non-lethal damage as player characters do.
Watch out, monsters can use Subdue Mode as well and can knock out players. And run off with all their stuff.
Continuing to strike a knocked out creature will begin dealing lethal damage, even in Subdue Mode. An opponent can only take so much non-lethal damage before it becomes lethal. Be careful.
We hope you'll enjoy finding creative uses for this feature on FRC.
Thank you to DM Jorteck for developing this for us and to Embra for assisting with the demo.