Sapping with Vitality [Archive] - Wizards Community

Post/Author/DateTimePost
highbulp

07-05-07, 02:03 PM
So I use and love the wound/vitality system. But I have one problem with it: you can't knock someone unconscious without coming close to killing them.

As written in the SRD, nonlethal damage is just vitality damage. What happens when they are out of vitality? Does your non-lethal strike do anything?

To cover this scenario, I'm thinking about implementing a rule where non-lethal damage goes to vitality (per normal). But if you are out of vitality, then non-lethal damage has a chance to knock you unconscious. But then what should the chance be? I'm thinking maybe it prompts a Fort save DC 10+dmg dealt to avoid being knocked out. What do you guys think? Does this issue ever come up for anyone else, and if so how do you get around it?
Arcade

07-06-07, 08:46 AM
I'd say do something like a subdual attack works exactly like a normal attack, but if the target goes down because of 0 vitality, make the saving throw only cause unconsciousness instead of a dying condition. Or make it so the dying condition is caused by failing the save by X amount, anything else is unconsciousness.
highbulp

07-06-07, 11:56 AM
I'd say do something like a subdual attack works exactly like a normal attack, but if the target goes down because of 0 vitality, make the saving throw only cause unconsciousness instead of a dying condition. Or make it so the dying condition is caused by failing the save by X amount, anything else is unconsciousness.

Err, the variation of Wound/Vitality I'm using is the one specified in the SRD (or a slightly tweaked copy thereof). A character normally takes vitality damage until they are either out of vitality or take a critical hit, in which case they take wound damage. When a character hits -1 wound points they are dying, and at -10 wound points they are dead. So I'm not sure where this save you're talking about occurs (it's possible I missed it or ignored it when explaining it to my players).