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Mailing List Logs for ShadowRN

Message no. 1
From: Patrick Goodman remo@***.net
Subject: Stun Damage (was RE: Magic Fingers)
Date: Sat, 13 May 2000 11:41:25 -0500
From: Phil Smith
Sent: Friday, May 12, 2000 12:39 PM

> >If I just want to scare someone off, I'll use a stunball.
> >:)
>
> Actually, one of our house rules is that stun is recovered at a rate
> of 1 box every 10 minutes, so stunballs get a lot less effective.

One is inclined to ask, if you don't mind answering...why so quickly?

--
Patrick E. Goodman
remo@***.net
"I'm going to tell you something cool." -- Gene Wolfe
Message no. 2
From: Mike & Linda Frankl mlfrankl@***.com
Subject: Stun Damage (was RE: Magic Fingers)
Date: Sat, 13 May 2000 13:00:22 -0400
Patrick said:
>> Actually, one of our house rules is that stun is recovered at a rate
> > of 1 box every 10 minutes, so stunballs get a lot less effective.
>
> One is inclined to ask, if you don't mind answering...why so quickly?

Also remember that stun only heals if you are resting (unless you've tossed
that too). If you are letting players remove stun while in combat or active
situations every 10 minutes you are really handing magic users a power edge.
I tend to play the healing/recovering by the rules as is, which IMHO is
already more than generous.

:)

Smilin' Jack

Franklin Isshinryu School of Karate
http://msnhomepages.talkcity.com/RallyRd/mlfrankl/fiskhome.htm
Message no. 3
From: Phil Smith phil_urbanhell@*******.com
Subject: Stun Damage (was RE: Magic Fingers)
Date: Sat, 13 May 2000 17:10:50 GMT
>From: "Patrick Goodman" <remo@***.net>
> > >If I just want to scare someone off, I'll use a stunball.
> > >:)
> >
> > Actually, one of our house rules is that stun is recovered at a rate
> > of 1 box every 10 minutes, so stunballs get a lot less effective.
>
>One is inclined to ask, if you don't mind answering...why so quickly?

More realistic (IMHO), encourages a the players to make a genuine decision
about whether or not to knock out or kill their opponents, means that PCs
can't rely on the GM to give them a "you wake up in a hospital bed" scene
(so call me soft; I hate to kill PCs off) because a lot of the time when
they come round they will be in the same place as when they went down,
balances out the fact that impact armor (which genrally is what stops stun
damage) is almost always lower than balistic armor, stun weapons are too
easy to get away with carrying and are so effective that they need limiting.

It comes from a house rule on Rat's site
(http://www.magespace.net/rulecom.html to be exact). A more convincing
arguement is made there.

Phil
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Message no. 4
From: Phil Smith phil_urbanhell@*******.com
Subject: Stun Damage (was RE: Magic Fingers)
Date: Sat, 13 May 2000 17:23:03 GMT
>From: "Mike & Linda Frankl" <mlfrankl@***.com>
>Also remember that stun only heals if you are resting (unless you've tossed
>that too). If you are letting players remove stun while in combat or active
>situations every 10 minutes you are really handing magic users a power
>edge.
>I tend to play the healing/recovering by the rules as is, which IMHO is
>already more than generous.
>
>:)
>

I do allow them to resist, and that does mean that some folks will be
standing up again after a relatively short ammount of time, but that is what
you get for causing stun damage (the tools of doing so are genrally easier
to cast/buy/whatever; adepts even pay valuable power points to cause
physical damage (yeah okay, it is a magical attack, but still)).

As for being nice to magic users I am guilty as charged. The only thing I
can say in my defence is that it works both ways; previously KOed opponents
will get back up as quickly as the PCs. :)>

Phil
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