Feature Specification: Knockout and Nonlethal Damage
Posted: Thu Mar 02, 2006 4:19 am
Knockout and Nonlethal Damage
I've used the 3.5 edition definition as detailed below as the starting point for our discussion. A fair amount of rework may be necessary as some things in PnP don't translate well to NWN. Admin and H/DM opinions welcome.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage (ties in with environment & weather system). When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
Staggered and Unconscious: When your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round (distill this down to walking, no running). You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless (same rules apply here for helplessness as they do for resting).
Spellcasters will have the ability to conduct non-lethal arcane battles. Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level (ties into resting).
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage (ties into healing).
NWN Object Dependencies
Sap, Whip, Unarmed, Non-Lethal Spell Battle Placeable
Local Variables and External Configs
None
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Nonlethal Damage
Event Dependencies
OnHit (Armor Property) or OnPlayerDamaged (using default.nss?) or OnActivateItem
I've used the 3.5 edition definition as detailed below as the starting point for our discussion. A fair amount of rework may be necessary as some things in PnP don't translate well to NWN. Admin and H/DM opinions welcome.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage (ties in with environment & weather system). When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
Staggered and Unconscious: When your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round (distill this down to walking, no running). You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless (same rules apply here for helplessness as they do for resting).
Spellcasters will have the ability to conduct non-lethal arcane battles. Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level (ties into resting).
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage (ties into healing).
NWN Object Dependencies
Sap, Whip, Unarmed, Non-Lethal Spell Battle Placeable
Local Variables and External Configs
None
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Nonlethal Damage
Event Dependencies
OnHit (Armor Property) or OnPlayerDamaged (using default.nss?) or OnActivateItem