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Author Topic: Undead and Subdual  (Read 1360 times)
Sicktabou
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« on: October 28, 2010, 08:48:45 PM »

Mmmm...

Undeads, including Skeletons, are immune to subdual damage. That make sense as they can't be stunned to knocked unconscious.

But it also means that a soldier with  a MAUL must take -4 to hit and will only do 1/2 damage.

Is this right?

It must be my preconception from my D&D years, but I always visualized skellies to explode when hit by a bludgeoning weapon.

Same thing with the whole breaking thing issue. Objects are immune to subdual damage. Now the Maul would only hope to do 1/2 damage to an object? And when gaining the HAMMER MASTERY feat you essentially do "normal" damage to objects?

What am I missing?

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mach1.9pants
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« Reply #1 on: October 28, 2010, 08:50:34 PM »

I think this is in the v2 printing thread, have a search and standby for clarification along the lines of 'if it makes sense subdual damage can effect objects and skelingtons have an allergic to hammers feature' Smiley

EDIT: haven't you done this before???

http://www.crafty-games.com/forum/index.php?topic=4172.0
« Last Edit: October 28, 2010, 08:57:24 PM by mach1.9pants » Logged

Gloria Finis
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« Reply #2 on: October 28, 2010, 09:00:06 PM »

EDIT: haven't you done this before???

Yeah, didn't we already argue this point to death?
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Crafty_Pat
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« Reply #3 on: October 28, 2010, 09:14:10 PM »

Here's the errata that was generated last time around...

The first bullet of Subdual Damage becomes: “Certain sources of subdual damage logically damage objects. The GM decides which sources make sense on a case-by-case basis. Hammers should damage windows, for example, even when they inflict subdual damage. Fists, however, are probably - though not always - useless against steel doors.”

The Skeletal template gains the Achilles’ heel (blunt) quality.
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Sicktabou
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« Reply #4 on: October 28, 2010, 09:20:42 PM »

EDIT: haven't you done this before???


Oh very true. I need more sleep.

Thanks for the answer.
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Sicktabou
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« Reply #5 on: October 28, 2010, 09:31:56 PM »

The Skeletal template gains the Achilles’ heel (blunt) quality.

Just to be clear...

It means that a Skeleton hit by a Maul (again...sorry) for 8 sub damage would actually suffer 0 sub + 8 Lethal...right?

But if the character takes the -4 to hit to transform the Maul damage in lethal, the skelly would actually suffer 4 lethal + 8 Lethal for a total of 12 lethal. Right? 
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mach1.9pants
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« Reply #6 on: October 28, 2010, 09:33:05 PM »

Here's the errata that was generated last time around...

The first bullet of Subdual Damage becomes: “Certain sources of subdual damage logically damage objects. The GM decides which sources make sense on a case-by-case basis. Hammers should damage windows, for example, even when they inflict subdual damage. Fists, however, are probably - though not always - useless against steel doors.”

The Skeletal template gains the Achilles’ heel (blunt) quality.
I think mine is better, I am happy for you to use it in the errata/update. Just put my name on the cover in front of yours :p
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'if it makes sense subdual damage can effect objects and skelingtons have an allergic to hammers feature'
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Gloria Finis
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« Reply #7 on: October 29, 2010, 08:55:38 AM »

EDIT: haven't you done this before???

Yeah, didn't we already argue this point to death?

It's not dead yet.  It's feeling much better.  ;p
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« Reply #8 on: October 29, 2010, 08:59:54 AM »

The Skeletal template gains the Achilles’ heel (blunt) quality.

Just to be clear...

It means that a Skeleton hit by a Maul (again...sorry) for 8 sub damage would actually suffer 0 sub + 8 Lethal...right?

But if the character takes the -4 to hit to transform the Maul damage in lethal, the skelly would actually suffer 4 lethal + 8 Lethal for a total of 12 lethal. Right? 

Correct on the first count; on the second, you'd be inflicting 4 lethal damage, so Achilles would also inflict 4 more lethal damage, not increasing your total. Better to bash without conversion Smiley

In the case of the mace, there's also the AP 4 which will reduce the skeleton's Damage Save as well.
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« Reply #9 on: October 29, 2010, 09:39:27 AM »

Hence why maces & morningstars were some of the more fearsome weapons in the Middle Ages.
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« Reply #10 on: October 29, 2010, 12:19:11 PM »

The Skeletal template gains the Achilles’ heel (blunt) quality.

Just to be clear...

It means that a Skeleton hit by a Maul (again...sorry) for 8 sub damage would actually suffer 0 sub + 8 Lethal...right?

But if the character takes the -4 to hit to transform the Maul damage in lethal, the skelly would actually suffer 4 lethal + 8 Lethal for a total of 12 lethal. Right? 

Correct on the first count; on the second, you'd be inflicting 4 lethal damage, so Achilles would also inflict 4 more lethal damage, not increasing your total. Better to bash without conversion Smiley

In the case of the mace, there's also the AP 4 which will reduce the skeleton's Damage Save as well.

I don't understand the reference to AP 4 reducing the skeleton's Damage Save.  I thought AP just reduced its damage reduction for that blow.  Am I misunderstanding something, or did I miss something, completely?
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Crafty_Alex
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« Reply #11 on: October 29, 2010, 01:48:05 PM »

I don't understand the reference to AP 4 reducing the skeleton's Damage Save.  I thought AP just reduced its damage reduction for that blow.  Am I misunderstanding something, or did I miss something, completely?

No, I'm a dumbass...I was thinking of objects. AP works against undead characters as normal (punching through armor), while against objects which do not have a hardness or other DR stat, AP is added to the damage results used to determine the damage save.
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« Reply #12 on: October 29, 2010, 01:55:39 PM »

Ah.  Thank you.  I'm new enough with Fantasy Craft that I still discover a new rule or use of a rule nearly every time I look at these forums.  I thought that might be the case, here.  In fact, I didn't realize AP was added to the damage results for objects, so I guess it is.  Smiley
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Crafty_Pat
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« Reply #13 on: October 29, 2010, 04:22:21 PM »

Here's the errata that was generated last time around...

The first bullet of Subdual Damage becomes: “Certain sources of subdual damage logically damage objects. The GM decides which sources make sense on a case-by-case basis. Hammers should damage windows, for example, even when they inflict subdual damage. Fists, however, are probably - though not always - useless against steel doors.”

The Skeletal template gains the Achilles’ heel (blunt) quality.
I think mine is better, I am happy for you to use it in the errata/update. Just put my name on the cover in front of yours :p
Quote
'if it makes sense subdual damage can effect objects and skelingtons have an allergic to hammers feature'

How about a watermark with, say, 0.00001% opacity? That work for ya? It could go on every page...  Cheesy
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mach1.9pants
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« Reply #14 on: October 29, 2010, 06:59:58 PM »

LOL that would be awesome, like a subliminal message!
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Gloria Finis
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