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Post by Brother Fredrik on May 26, 2015 15:04:25 GMT
So how does this look:
The following rules are optional rules that can be included by the person running a battlegame or quest. They are not automatically available to players unless specifically included.
Subdual: If you strike a player with a melee weapon while calling “Subdue” and the struck location does not have armor, the location is rendered “subdued” for a 100 count. If the location is armored the shot does a normal damage shot (not breaking or destroying). If the location is the torso, the player is “stunned” for a 100 count. A subdued limb does not count as a wound for the purposes of killing the player. A heal will end all stunned effects. Missile weapons may not be used to subdue unless the weapon is a special (quest specific) item. A second subdual blow to a subdued location will generate a normal wound, as will a subdual blow to a Stunned player. The wound generated will affect the player as a normal wound to that location would. Unless otherwise noted in the game rules, subdued players may NOT declare their own death.
Binding: If a player is stunned or dead, he/she may be bound by touching them and stating “I bind thee” x3 A player will remained bound indefinitely. If the player is unguarded for a 100 count they can escape their bounds. Guarding a players means that you have one or more players within 10 feet of them who is not engaged in combat. A player or monster may release someone who is bound by touching them and incanting “I free thee” x3. They may also be freed using the release or greater release spell. Unless otherwise noted in the game rules, bound players may not declare their own death. Players may never be actually bound, however requiring them to hold an actual rope to signal they are bound is acceptable. Note that binding a dead player does not prevent them from returning to their spawn point and respawning unless specified in the specific quest rules.
Looting: A player must be dead, stunned or bound to be looted. Touch the player to be looted and incant “I loot thee”x3. Looted player must give the player one item of game use. They may be looted multiple times and by multiple people. Each time they must give one item. When all items are gone they may not be looted any more. A single pouch of game coin is considered a single item. Players may choose to retain that pouch but must surrender the coins. Lootable items include: Quest items, game coins, and other objects specified by game. Players may never loot another players personal gear (swords, spell balls, etc), mundane money, or any other personal property.
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Bowen
Circle of Knights
Posts: 105
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Post by Bowen on May 27, 2015 7:47:49 GMT
So how does this look: The following rules are optional rules that can be included by the person running a battlegame or quest. They are not automatically available to players unless specifically included. Subdual: If you strike a player with a melee weapon while calling “Subdue” and the struck location does not have armor, the location is rendered “subdued” for a 100 count. If the location is armored the shot does a normal damage shot (not breaking or destroying). If the location is the torso, the player is “stunned” for a 100 count. A subdued limb does not count as a wound for the purposes of killing the player. A heal will end all stunned effects. Missile weapons may not be used to subdue unless the weapon is a special (quest specific) item. A second subdual blow to a subdued location will generate a normal wound, as will a subdual blow to a Stunned player. The wound generated will affect the player as a normal wound to that location would. Unless otherwise noted in the game rules, subdued players may NOT declare their own death. Any Subdual blow which, if it has been a normal strike, would cause the activation of any effects which allow the player struck to avoid death such as Undead Minion, Song of Survival, or other similar magic and abilities can trigger those effects at the victim's discretion. Undead Minions and Greater Undead Minions are immune to Subdual blows. Binding: If a player is stunned or dead, he/she may be bound by touching them and stating “I bind thee” x3 A player will remained bound indefinitely. If the player is unguarded for a consecutive 100 count they can escape their bounds. Guarding a players means that you have one or more players within 10 feet of them who is not engaged in combat. A player or monster may release someone who is bound by touching them and incanting “I free thee” x3. They may also be freed using the release or greater release spell. Unless otherwise noted in the game rules, bound players may not declare their own death. Players may never be actually bound, however requiring them to hold an actual rope to signal they are bound is acceptable. Note that binding a dead player does not prevent them from returning to their spawn point and respawning unless specified in the specific quest rules. Looting: A player must be dead, stunned or bound to be looted. Touch the player to be looted and incant “I loot thee”x3. Looted player must give the player one item of game use. They may be looted multiple times and by multiple people. Each time they must give one item. When all items are gone they may not be looted any more. A single pouch of game coin is considered a single item. Players may choose to retain that pouch but must surrender the coins. Lootable items include: Quest items, game coins, and other objects specified by game. Players may never loot another players personal gear (swords, spell balls, etc), mundane money, or any other personal property. I updated a few things here (bolded). Let me know what you think!
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Post by Brother Fredrik on May 27, 2015 9:32:31 GMT
I'm not sure if I like making it "victims discretion" for death cheating effects, but it's a good catch since that would have caused a gray area to exist. But I think if we look at it as if "what would happen if they were hit by abayance" I think we'll get a better picture. All other abilities activate regardless of if the player would rather save it! I you are blessed against sorcery? Let me shove you before I do my icy blast/shatter combo.
As for the consecutive, I actually had in mind that a player could escape in "parts". 10 seconds here, 30 seconds there, and eventually they get free. So if you are guarding someone, you have to rebind them if you get engaged in combat (IE checking their bindings). Again, not a deal breaker for me, just want it to be consistent.
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Bowen
Circle of Knights
Posts: 105
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Post by Bowen on May 27, 2015 15:02:17 GMT
I guess my concern would be that you could effectively negate their high level protective magic without compromising anything. Abeyance has an opportunity cost as you have to sacrifice other magics to take it, Subdual has no such cost; you can also just as easily kill someone rather than subdue which is at least marginally more involved if all you have is Abeyance. Likewise, there is protection against Abeyance, such as Immunity to Magic, but there is no Immunity to Subdual Blows themselves.
As for consecutive, it doesn't matter to me either way, I just thought that was your intent.
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Post by Brother Fredrik on May 27, 2015 17:41:46 GMT
You have a valid point about opportunity cost of abeyance, but I think it should auto function as normal. It's still protecting them, just like it would from a normal weapon blow. After all there is no opportunity cost to a regular weapon shot either. So if a regular blow would trigger it, so should a subdual blow, IMO. But I think we need to get consensus before we tie this down.
If you don't care about the consecutive, lets remove it from the final play test proposal. I think it adds to the RP feel to have to check and make sure your prisoner has not loosened their bindings.
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Bowen
Circle of Knights
Posts: 105
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Post by Bowen on May 28, 2015 2:03:23 GMT
Subdual: If you strike a player with a melee weapon while calling “Subdue” and the struck location does not have armor, the location is rendered “subdued” for a 100 count. If the location is armored the shot does a normal damage shot (not breaking or destroying). If the location is the torso, the player is “stunned” for a 100 count. A subdued limb does not count as a wound for the purposes of killing the player. A heal will end all stunned effects. Missile weapons may not be used to subdue unless the weapon is a special (quest specific) item. A second subdual blow to a subdued location will generate a normal wound, as will a subdual blow to a Stunned player. The wound generated will affect the player as a normal wound to that location would. Unless otherwise noted in the game rules, subdued players may NOT declare their own death. Any Subdual blow which, if it had been a normal strike, would cause the activation of any effects which allow the player struck to avoid death such as Undead Minion, Song of Survival, or other similar magic and abilities triggers those effects. Undead Minions and Greater Undead Minions are immune to Subdual blows. Subdual blows are a Subdual effect, players Immune to Subdual, bearing the Adaptive Protection - Subdual enchantment, or the Adaptive Blessing - Subdual enchantment cannot be Subdued, and any Subdual strike will be treated as a normal hit.
Binding: If a player is stunned or dead, he/she may be bound by touching them and stating “I bind thee” x3 A player will remained bound indefinitely. If the player is unguarded for a total 100 count they can escape their bounds. Guarding a players means that you have one or more players within 10 feet of them who is not engaged in combat. A player or monster may release someone who is bound by touching them and incanting “I free thee” x3. They may also be freed using the release or greater release spell. Unless otherwise noted in the game rules, bound players may not declare their own death. Players may never be actually bound, however requiring them to hold an actual rope to signal they are bound is acceptable. Note that binding a dead player does not prevent them from returning to their spawn point and respawning unless specified in the specific quest rules
Looting: A player must be dead, stunned or bound to be looted. Touch the player to be looted and incant “I loot thee”x3. Looted player must give the player one item of game use. They may be looted multiple times and by multiple people. Each time they must give one item. When all items are gone they may not be looted any more. A single pouch of game coin is considered a single item. Players may choose to retain that pouch but must surrender the coins. Lootable items include: Quest items, game coins, and other objects specified by game. Players may never loot another players personal gear (swords, spell balls, etc), mundane money, or any other personal property.
Made on death triggers mandatory, made the count total, and added verbage about immunity/similar effect to Subdual.
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Bowen
Circle of Knights
Posts: 105
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Post by Bowen on May 28, 2015 2:06:03 GMT
Subdual: If you strike a player with a melee weapon while calling “Subdue” and the struck location does not have armor, the location is rendered “subdued” for a 100 count. If the location is armored the shot does a normal damage shot (not breaking or destroying). If the location is the torso, the player is “stunned” for a 100 count. A subdued limb does not count as a wound for the purposes of killing the player. A heal will end all stunned effects. Missile weapons may not be used to subdue unless the weapon is a special (quest specific) item. A second subdual blow to a subdued location will generate a normal wound, as will a subdual blow to a Stunned player. The wound generated will affect the player as a normal wound to that location would. Unless otherwise noted in the game rules, subdued players may NOT declare their own death. Any Subdual blow which, if it had been a normal strike, would cause the activation of any effects which allow the player struck to avoid death such as Undead Minion, Song of Survival, or other similar magic and abilities triggers those effects. Undead Minions and Greater Undead Minions are immune to Subdual blows. Subdual blows are a Subdual effect, players Immune to Subdual, bearing the Adaptive Protection - Subdual enchantment, or the Adaptive Blessing - Subdual enchantment cannot be Subdued, and any Subdual strike will be treated as a normal hit.Binding: If a player is stunned or dead, he/she may be bound by touching them and stating “I bind thee” x3 A player will remained bound indefinitely. If the player is unguarded for a total 100 count they can escape their bounds. Guarding a players means that you have one or more players within 10 feet of them who is not engaged in combat. A player or monster may release someone who is bound by touching them and incanting “I free thee” x3. They may also be freed using the release or greater release spell. Unless otherwise noted in the game rules, bound players may not declare their own death. Players may never be actually bound, however requiring them to hold an actual rope to signal they are bound is acceptable. Note that binding a dead player does not prevent them from returning to their spawn point and respawning unless specified in the specific quest rules Looting: A player must be dead, stunned or bound to be looted. Touch the player to be looted and incant “I loot thee”x3. Looted player must give the player one item of game use. They may be looted multiple times and by multiple people. Each time they must give one item. When all items are gone they may not be looted any more. A single pouch of game coin is considered a single item. Players may choose to retain that pouch but must surrender the coins. Lootable items include: Quest items, game coins, and other objects specified by game. Players may never loot another players personal gear (swords, spell balls, etc), mundane money, or any other personal property. Made on death triggers mandatory, made the count total, and added wording about immunity/similar effect to Subdual.
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Post by Brother Fredrik on May 31, 2015 20:39:59 GMT
Looks good to me.
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