Also it would give a meta for weapons specifically designed to knock out and not kill. Such as clubs for knocking out people with the lowest chance for death. Or as I call it the "forget me stick"
Also it would give a meta for weapons specifically designed to knock out and not kill. Such as clubs for knocking out people with the lowest chance for death. Or as I call it the "forget me stick"
Blade and Soul had a mechanic where if you reached 0 HP, you'd collapse to the ground and only be able to crawl. If you managed to crawl your way to safety, you could meditate to restore most of your health.
I think a similar system could work in this game, and would be especially helpful since there is a degree of permadeath.
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I agree.
Some weapons/poisons should CDG without any additional action while others should trigger some sort of preventable CDG where you actively have to prevent it.
Now, we do not know but it might already be that way for some things.
Posted By NanoNaps at 06:25 AM - Fri Jan 13 2017
I agree.
Some weapons/poisons should CDG without any additional action while others should trigger some sort of preventable CDG where you actively have to prevent it.
Now, we do not know but it might already be that way for some things.
assassins would most likely have lethal poisons or you might simply need to attack someone who is already knocked out. "double tap"
Posted By annfrank at 2:34 PM - Fri Jan 13 2017
Posted By NanoNaps at 06:25 AM - Fri Jan 13 2017
I agree.
Some weapons/poisons should CDG without any additional action while others should trigger some sort of preventable CDG where you actively have to prevent it.
Now, we do not know but it might already be that way for some things.
assassins would most likely have lethal poisons or you might simply need to attack someone who is already knocked out. "double tap"
Well, my concern is that it will make VIP assassinations even more complicated just due to a "gamey" mechanic of having to double tap. Especially if the VIP has guards.
If I got to decide whether to put instant CDGs in and how, I would tie them to the combat/weapon skill or the potency of the poison though and not make them a mechanic tied to weapon-type only.
While it's a really interesting idea, to me it seems like a complicated solution for a simple problem. Doesn't it?
My two cents about the three cited problems:
Is more of a minor bother than a real problem
There could be (and probably should be) assassin related skills to help mitigate this. After all an assassin would practice making sure people were dead and be better at it I think. Maybe a skill that goes on the hotbar (assuming there is one) that automatically does the CDG if the attack does enough damage to kill.
I think stopping in a real battle to cut the throat of a fallen foe would be a potential problem too, so why should it be easy in game?
From my understanding there will be various levels of medical help which implies different wounds with different results. I think there will be battlefield medics for quick patches, village medics/herbalists, and more specialized doctors and surgeons. What happens on the way from the battlefield to a formal surgeon is anyone's guess.
Posted By junkbarbarian at 4:59 PM - Sat Jan 14 2017
While it's a really interesting idea, to me it seems like a complicated solution for a simple problem. Doesn't it?
My two cents about the three cited problems:
Is more of a minor bother than a real problem
There could be (and probably should be) assassin related skills to help mitigate this. After all an assassin would practice making sure people were dead and be better at it I think. Maybe a skill that goes on the hotbar (assuming there is one) that automatically does the CDG if the attack does enough damage to kill.
I think stopping in a real battle to cut the throat of a fallen foe would be a potential problem too, so why should it be easy in game?
In a real battle, impaling someone generally removes the need to stop and cut his throat.
In most LARPs, when your hitpoints reach 0, you are bleeding out. It would take a coup de grace to kill you instantly, or there is a 5 minute timer in which people have the chance to stabilize you (first aid. Usually requires that you have that skill. Brings you up to 1 hitpoint but you are still unconscious unless woken up). They can also hit you with a healing spell or force feed you a healing potion/alchemy. Those potions and spells skip first aid and raise your hitpoints in line with the power of the spell/quality of the potion/alchemy, also reviving you. If your 5 minutes run out, you're dead.
However, there are certain weapons and spells that kill instantly. Namely, death spells. (duh). Or a weapon imbued with death magic.
Since this is a low fantasy game, I think the current incapacitation rules work well. Maybe there needs to be weapons that prevent you from self reviving.
In most LARPs, unconsciousness is caused by an alchemical sleep gas, a spell, or an alchemical poison laced weapon or dart. This does not affect your hitpoints/health. Since this is a game, perhaps there can be ways to use non lethal weapon and hand strikes, as well as holds, as a mundane way to render someone unconscious.
I really love the idea of weapons that are poisoned being able to cause a CdG. Or even of CdG being the default state when your HP reaches 0. The idea of someone having to go out of their way to incapacitate rather than outright kill you makes much more sense to me.
Or, as someone stated above, the idea of "assassin skills" that ensure a CdG from long-distance or without having to stop and, say, cut their throat make a lot of sense. But I really do think that one of the biggest appeals of this game for me, and many others, is the sense of danger and realism - that any encounter could be genuinely dangerous or life-threatening. This is mitigated somewhat by the current CdG system, which means that if you're not carrying anything of worth, getting into a fight which won't end in a CdG doesn't carry the same amount of weight.
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Posted By Ranulf at 11:54 PM - Thu Jan 19 2017
In most LARPs, when your hitpoints reach 0, you are bleeding out. It would take a coup de grace to kill you instantly, or there is a 5 minute timer in which people have the chance to stabilize you (first aid. Usually requires that you have that skill. Brings you up to 1 hitpoint but you are still unconscious unless woken up). They can also hit you with a healing spell or force feed you a healing potion/alchemy. Those potions and spells skip first aid and raise your hitpoints in line with the power of the spell/quality of the potion/alchemy, also reviving you. If your 5 minutes run out, you're dead.
However, there are certain weapons and spells that kill instantly. Namely, death spells. (duh). Or a weapon imbued with death magic.
Since this is a low fantasy game, I think the current incapacitation rules work well. Maybe there needs to be weapons that prevent you from self reviving.
In most LARPs, unconsciousness is caused by an alchemical sleep gas, a spell, or an alchemical poison laced weapon or dart. This does not affect your hitpoints/health. Since this is a game, perhaps there can be ways to use non lethal weapon and hand strikes, as well as holds, as a mundane way to render someone unconscious.
Oh no, the people trying to say it's low fantasy are back.
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Could do like dnd in which when you reach 0 you are dying and have to fight to stabilize or else you die, with additional effects killing you faster (ei fire, poison, some one beating you). I also like the idea that certain wounds should let you still move, while others black the screen(so it might be better to just knock out the guards rather than risk a fancy knife throat slit).
Posted By Theodrian at 08:42 AM - Sat Jan 28 2017
Posted By Ranulf at 11:54 PM - Thu Jan 19 2017
In most LARPs, when your hitpoints reach 0, you are bleeding out. It would take a coup de grace to kill you instantly, or there is a 5 minute timer in which people have the chance to stabilize you (first aid. Usually requires that you have that skill. Brings you up to 1 hitpoint but you are still unconscious unless woken up). They can also hit you with a healing spell or force feed you a healing potion/alchemy. Those potions and spells skip first aid and raise your hitpoints in line with the power of the spell/quality of the potion/alchemy, also reviving you. If your 5 minutes run out, you're dead.
However, there are certain weapons and spells that kill instantly. Namely, death spells. (duh). Or a weapon imbued with death magic.
Since this is a low fantasy game, I think the current incapacitation rules work well. Maybe there needs to be weapons that prevent you from self reviving.
In most LARPs, unconsciousness is caused by an alchemical sleep gas, a spell, or an alchemical poison laced weapon or dart. This does not affect your hitpoints/health. Since this is a game, perhaps there can be ways to use non lethal weapon and hand strikes, as well as holds, as a mundane way to render someone unconscious.
Oh no, the people trying to say it's low fantasy are back.
Uh, Caspian said its low fantasy.
Magic is almost non existent and we dont run around with chainmail bikinis and impractical weapons. We dont have dwarves or elves, or any other high fantasy race
Thats low fantasy by pure description, regardless of what Caspian said ( even tho he said it was)
It might be worth saying it, because this will happen a lot.
Something unpredictable will be better longterm. Not just do X and you are okay, as that will inevitably get tedious.
Chances for each, with assassins skills, and expensive poisons, that have a preference for one. Too expensive to use in regular battles, but viable for every so often use.
Regular weapons like concussive ones for knockouts are a good idea too, for cityguard dealing with local trouble. Breaking up fights or disputes rather than killing people for example.
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