First of all, Jian, I apologize to you for my breach of conduct with Ruben. I did not realize that the game engine would interpret the face-to-face unarmed attack as a sneak attack, but since Ruben won initiative, Brent was caught flat-footed. <br>
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More importantly, I should not have used the attack action period. The dice bag, though more time-consuming, is the way to go. <br>
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Thurgrin is right, before any hands start flying, <!--EZCODE BOLD START--><strong>roll for initiative</strong><!--EZCODE BOLD END--> (Dexterity check).<br>
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In D&D 3.0, at least, an unarmed attacker does not need to subtract 4 from her attack roll unless she intends to deal normal damage. It is understood that unarmed fighters deal <!--EZCODE BOLD START--><strong>subdual damage</strong><!--EZCODE BOLD END--> (unless you are a monk, of course). If you are a monk, you choose freely whether your strike delivers normal or subdual damage.<br>
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It would serve the community well to post the rules on subdual damage, but in the meantime, here's a short synopsis:<br>
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<!--EZCODE UNDERLINE START--><span style="text-decoration:underline">Subdual Damage</span><!--EZCODE UNDERLINE END--><br>
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Subdual damage is tallied additively. That is, keep a running total of the amount of subdual damage you have received separate from your hit point total. When your subdual damage <!--EZCODE BOLD START--><strong>equals</strong><!--EZCODE BOLD END--> your current hit points, you are staggered, and when it <!--EZCODE BOLD START--><strong>exceeds</strong><!--EZCODE BOLD END--> your current hit points, you are knocked unconscious. <br>
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While staggered, you can only take a partial action each round. Each full minute you are unconscious, you have a 10% chance to wake up, returning to the staggered state.<br>
If you fail the roll, no harm done, you just lie there drooling. There is no chance of death (barring a coup de grace or other lethal attack). <br>
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Keep in mind attacks of opportunity. If one of the combatants is armed, the unarmed one provokes an attack of opportunity each time he strikes. This is a single melee attack, free of charge for the armed character, and it is resolved <!--EZCODE BOLD START--><strong>before</strong><!--EZCODE BOLD END--> the impending attack.<br>
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If both opponents are unarmed (and neither is a monk), neither provoke attacks of opportunity. I may post later about mud wrasslin,' <!--EZCODE EMOTICON START :p --><img src=http://www.ezboard.com/images/emoticons/tongue.gif ALT=":p"><!--EZCODE EMOTICON END--> as some clarification is required.<br>
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Healing Subdual Damage:<br>
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You naturally heal subdual damage at the rate of 1 HP per hour per character level. So if your 3rd level, you heal 3 points per hour. <br>
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If no DM's are on and you really want to go the distance, here's a suggestion. Resolve the combat legitimately using the dice bag, even picking an outside arbitrator to keep an eye on things. You should join party with your opponent to see their HP total. If you reach 0 HP you are knocked out and the winner assumes that you are dead, when really you are just unconscious (nice time to use the emote wand: fall down). You wake up after a few hours severely battered and crawl to the nearest source of healing to make a slow recovery. To keep it clean, no one can ever die in this situation ("I thought I killed you last time...").<br>
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Lastly, to find out an opponent's AC, simply ask to view their armor and/or shield in the barter action. Then, ask them to make a Dex roll, noting their Dex bonus. If they are a monk, use the Wisdom bonus. Don't forget size bonuses (Halflings and Gnomes get a +1 to AC). From here you can calculate their AC. <!--EZCODE EMOTICON START :) --><img src=http://www.ezboard.com/images/emoticons/smile.gif ALT=":)"><!--EZCODE EMOTICON END--> <br>
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These rules are from Player's Handbook 3.0 (If these rules have been updated per v.3.5, please make a post).<br>
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Happy Hanukkah <!--EZCODE EMOTICON START :hat --><img src=http://www.ezboard.com/images/emoticons/pimp.gif ALT=":hat"><!--EZCODE EMOTICON END--> <br>
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<p></p><i>Edited by: <A HREF=http://pub188.ezboard.com/bthevast.showUserPublicProfile?gid=guktron@thevast>Guktron</A> at: 3/12/04 5:48 pm<br></i>
In-character Player Conflicts
Moderator: Vast Dungeon Masters
re:
Ah, I see now. So this is how it works, officially. If I intend to deal normal damage during a sub-dual battle, then it's -4, unless I'm a monk. however, no PKing is allowed, or even harming, so in that case the issue should never come up.<br>
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Unfortunately, the dice bag is a horribly slow and tedious way to have such battles. One would wish that an easier method could be found, including that subdual damage system, but alas, no dice. On one hand, it does prevent us from going willy nilly on each other ALL the time... on the other hand, it prevents characters that would go willy nilly from actually doing it... unless they both have 40 minutes to spare. <!--EZCODE EMOTICON START 8o --><img src=http://www.ezboard.com/images/emoticons/nerd.gif ALT="8o"><!--EZCODE EMOTICON END--> <br>
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Well, I'm just glad that all of that kind of stuff has been covered in terms of "subdual" combat. I will just assume that most other things we can just freely make up as we go along, as usual.
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Unfortunately, the dice bag is a horribly slow and tedious way to have such battles. One would wish that an easier method could be found, including that subdual damage system, but alas, no dice. On one hand, it does prevent us from going willy nilly on each other ALL the time... on the other hand, it prevents characters that would go willy nilly from actually doing it... unless they both have 40 minutes to spare. <!--EZCODE EMOTICON START 8o --><img src=http://www.ezboard.com/images/emoticons/nerd.gif ALT="8o"><!--EZCODE EMOTICON END--> <br>
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Well, I'm just glad that all of that kind of stuff has been covered in terms of "subdual" combat. I will just assume that most other things we can just freely make up as we go along, as usual.
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