| Post/Author/DateTime | Post |
|---|---|
| Interceptor03-31-05, 10:16 PM | Just a question: How do you handle boxing matches in D&D. Kinda like those backroom "Fight Club"-esque kinds that go on in the dark alleys of a large city, or something to that effect. I mean, in boxing, people can get knocked down, which normally in D&D terms, means the individual has taken too much subdual (or real) damage, or has been tripped... but then they recover before a round would even pass by... just some rules would be nice, just to make it more dramatic. Any ideas or rules out there to handle that? |
| Siberys03-31-05, 10:52 PM | The Grappling rules in the PHB/srd. |
| Colmarr04-01-05, 01:17 AM | The D&D abstract combat system doesn't really work for formalised non-lethal combat. Hell, it doesn't even really work for formalised lethal combat. I would recommend that you simply treat it as an unarmed fight. If the fighters are wearing gloves, I'd double their hp (halving damage is hard if the combatant is throwing d3s). Every critical hit rolled would also knock your opponent down, and they'd have to make a Fort save against DC 10 + damage dealt to get up before the ten count (assuming their still conscious of course). |
| Norseman04-01-05, 08:08 AM | One DMG alternative rule is that if you take half your current hit points in damage you become stunned (or something like that). I assume you could do the same for subdual damage. That would allow for temporary drops where the guy is back in business within a round, and for total knockouts (where the subdual damage is so great that they are out for several hours). |
| Osiris Memnoch04-01-05, 01:16 PM | You could always borrow som feats from d20 modern like brawl and improved brawl. Those increase your unarmed damage but the attack still counts as unarmed. Unlike most feats from d20 modern, brawl could actually be added to regular DnD without unbalancing anything. There's also the street fighting feat. I think that's in both modern and regular. If you get your hands on the d20 modern feats, definately avoid feats like knockout punch and advanced martial arts. Those feats could make monks really scary. |