Difference between revisions of "Stun Lock"

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[[File:Stun Lock.jpg|right|560px|thumb]]
 
[[File:Stun Lock.jpg|right|560px|thumb]]
'''Stun Lock''', also known as "stun" or being "stunned," is a [[Combat|combat]] rule that accounts for combatant's being put off balance and unable to return a strong attack made against them.  A "strong attack" is defined as any single [[Roll to Hit|hit]] causes at least 25% of the combatant's current [[Hit Points|hit points]] (h.p.) in [[Damage (hit points)|damage]].  This applies both to player characters and their allies, and nearly all humanoids and monsters the players might face.
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'''Stun Lock''', also referred to as "stun" or being "stunned," is a [[Combat|combat]] mechanic designed to model a combatant being unbalanced, and thus unable to act, by a strong attack from an enemy.  A "strong attack" is characterized as any single strike that causes at least 25% of the combatant's current [[Hit Points|hit points]] (h.p.) in [[Damage (hit points)|damage]].  This rule is applicable to both player characters, their allies and enemies, including nearly every humanoids and monsters that might be encountered.
 
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While "stunned," the combatant must wait out their attack round, allowing the enemy to attack againIf that attack fails to hit, or does not cause enough to stun the defender, then the defender may then attack normally.  It's wholly possible for a combatant to be stunned repeatedly until killed, without having the opportunity to strike back in defense.
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While in a "stunned" state, the combatant is compelled to forego their own attack [[Combat Round|round]], affording the enemy another chance to strikeShould the enemy's attack fail to connect or lack the force to stun the defender, the defender can subsequently execute a regular attack.  It's entirely feasible for a combatant to experience multiple instances of being stunned, until being killed, without having the chance to retaliate defensively.
  
 
== Example of Stunning ==
 
== Example of Stunning ==
Carly, with 14 h.p., is defending against Patrick, who has 16 h.p. and has won initiative.  On Patrick's attack, he hits Carly and causes 3 damage.  This would be sufficient to stun her if she had 12 points or less, but in this case, Carly isn't stunned and is free to attack back. She hits and causes 4 damage to Patrick.  This is 25% or more of 16 points, so Patrick is stunned. Carly attacks again and misses.
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In a combat between Carly, with 14 h.p., and Patrick, who has 16 h.p., Patrick has the [[Initiative|initiative]].  On Patrick's attack, he hits Carly for 3 damage.  While this would stun Carly if she had 12 or fewer h.p., she's not stunned and can counterattack. Carly hits Patrick for 4 damage, which is 25% or more of his 16 h.p., stunning Patrick. Carly attacks again but misses.
  
As Patrick attacks, he now has 12 h.p., and Carly has 11 h.p. Patrick hits and again causes 3 damage.  However, Carly's current hit points have been reduced, and this time 3 h.p. is sufficient to stun her. Patrick swings again and causes 2 damageCarly's current h.p. have been reduced to 8, so this is again enough to stun her, freeing Patrick to attack for the third straight time in a row. If he misses, then Carly would be able to strike back, possibly stunning Patrick and winning the chance to repeatedly hit him until he's defeated.  And so it goes.
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Now, Patrick has 12 h.p., and Carly has 11 h.p. Patrick hits Carly again for 3 damage, enough to stun her this time. Patrick strikes once more, causing 2 damage against Carly's 8, causing another stunPatrick is able to make a third consecutive attack.   If he misses this time, Carly could strike back, possibly stunning Patrick and allowing her to continue attacking until he's defeated.  And so it goes.
  
In each case, when a combatant is stunned, they're presumed be responding to the enemy's strong attack, staggering back, off balance, perhaps falling to one knee while parrying, attempting to regain their chance to counter-attack.  At no time is the "stunned" character insensible or not a serious immediate danger if the next attack fails to drive them back again.
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When a combatant is stunned, they are presumed to be reacting to the enemy's strong attack, stumbling backward, off-balance, perhaps even falling to one knee while trying to parry and regain their chance to counter-attack.  At no time is the "stunned" character insensible, but remains a significant immediate threat if the next attack fails to stun.
  
 
== Multiple Hits ==
 
== Multiple Hits ==
If a character is hit multiple times in a given round, it's important that the order of hits is accounted for, and to recognise that each individual hit is weighed against the defender's current h.p. separately.  The total damage caused IS NOT added together and weighed against the character!  It must be noted that the order is important.
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If a character's hit multiple times in a single round, it's crucial to consider the order of these hits and recognize that each is evaluated against the defender's current (h.p.) individually.  The total damage isn't added together and then compared to the character's h.p.The example below explains how the order of hits can drastically change the result:
  
: For example, Lisbeth has 29 h.p. and is hit three times in succession. The first hit causes 7 damage, which stuns up to 28 h.p. This isn't sufficient to stun Lisbeth, so she's fine.  The second hit causes 5 damage; Lisbeth currently has 22 h.p., so this doesn't stun her either.  The third hit also causes 4 h.p.; Lisbeth currently has 17 h.pAgain she escapes being stunned, even though she's suffered three hits and taken a total of 16 damage against her original 29 h.p.
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: For example, Lisbeth has 29 h.p. and is hit three times in a row. The first hit inflicts 7 damage, which would stun her if she had 28 h.p. or less. However, since she's at 29 h.p., she remains unstunned.  She's reduced to 22 h.p.  The second hit deals 5 damage — still not enough to stun her, and Lisbeth shakes this one off too, now at 17 h.p.  The third hit causes 4 damage, which still comes shortThus, even though Lisbeth has taken three hits, and received a total of 16 damage, none of these blows were potent enough to unbalance her when it mattered, at the moment they landed.
  
This is because none of the blows were sufficient to put her back on her heels ''at the moment they landed''.  If she'd been hit for 5 damage first, and 7 damage with the second blow, she would have been stunned — for this reason the order truly matters.
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: If, however, the first hit had caused 5 damage, lowering her to 24 h.p., and the second blow had caused 7 damage, Lisbeth would have been stunned.  The DM must therefore be careful in determining which attack are made first BEFORE they hit and cause damage, as a whole battle might hinge on this one result.
  
 
== Falling Back ==
 
== Falling Back ==
When a combatant is stunned, they're "forced back" one [[Combat Hex|combat hex]], giving evidence to the combatant staggering from the strong attack against them.  '''If the attacker is greater than 3 times''' the physical weight of the defender, this falling back is increased to two hexes.  For example, if a 560 lb. lion stuns a 120 lb. defender with it's paw, or with a bite, then the defender gives two hexes of ground before the [[Animal|animal]].
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When a combatant is stunned, they are pushed back by one [[Combat Hex|combat hex][], as evidence that the blow hurtHowever, if the attacker's '''mass''' is greater than three times that of the defender, this backward movement is increased to two hexes.  '''For example''', if a 560 lb. lion stuns a 120 lb. defender with its paw or bite, the defender is forced back two hexes from the [[Animal|animal]].
  
Conversely, if the attacker is less than one third the weight of the defender, as a proposed reverse of the above example, the 120 lb. attacker wouldn't force back the 560 lb. lion, even if a stun were achieved.
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Conversely, if the attacker's mass is less than one-third that of the defender, as in the reverse scenario from the above example, a 120 lb. attacker couldn't force back a 560 lb. lion, even if they manage to stun it.
  
Once stunning and driving back an opponent, the attacker is no longer engaged in "[[Melee|melee]]," unless another defender continues to engage the attacker.  If not engaged in melee, the attacker can advance after the stunned defender, re-engaging them in melee.  If the attack then still has enough movement, and another available attack, then the defender can be attacked again.
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Once an attacker stuns and pushes back an opponent, they're no longer considered engaged in "[[Melee|melee]]," unless another defender continues to engage them.  If free to do so, the attacker can advance toward the stunned defender, re-engaging them in melee and potentially strike at them again in the same round.
  
: For example, a lion is able to attack three times.  It might conceivably hit a defender with its [[Claw (attack)|claw]], stunning the defender, who falls back.  The lion advances and attacks with its other claw, perhaps stunning again.  Again the defender falls backThen the lion advances a third time, this time attacking with its [[Fangs (attack)|fangs]], either missing, hitting, stunning or perhaps killing the defender this time.  From this, we can see that creatures with multiple attacks can be very dangerous to fight alone.
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: For example, consider a lion that's able to make three attacks.  It could potentially strike a defender with its [[Claw (attack)|claw]], causing the defender to become stunned and fall back.  The lion might then advance and use its other claw to attack, possibly stunning the defender once more, causing him or her to retreat againSubsequently, the lion can advance for a third time and attack with its [[Fangs (attack)|fangs]], potentially missing, hitting, stunning or even killing the defender this time.  This illustrates how creatures with multiple attacks can pose a significant threat when faced alone.
  
Note that if the attacker is freed from melee, they may also choose to take flight, with the advantage that they can finish the rest of this turn, then take their whole next turn, while the defender is stunned. This makes stunning an opponent a good time to break off a fight, when the attacker has advantage.
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Note also that when an attacker is no longer engaged in melee, they also have the option to flee the combat. This provides an advantage because they can complete the rest of their turn, then take their entire next turn while the defender remains stunned. This makes waiting to stun an opponent an effective strategy when wanting to disengage from a fight, when the attacker has the upper hand.
  
 
=== Further Considerations ===
 
=== Further Considerations ===
Combatants cannot be forced back into an enemy-occupied hex, or past an obstruction like a wall.  In such cases, the defender is either moved back and to the right or left (defender's choice), or not at all if no space is available.  Any barrier that is 4 ft. or higher is counted as a wall and sufficient to keep the combatant from being forced back.
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: '''Forced Movement and Obstructions.'''  Combatants cannot be forced into an enemy-occupied hex or past obstructions like walls.  In such situations, the defender has the option to move back and to the right or left (defender's choice) or not move at all if there's no available space.  A stunned defender cannot move more than 90 degrees from the direction of the attack.  Any barrier that stands at a height of 4 feet or higher is considered a "wall," effectively prevents the defender from being forced back (and potentially trapping him or her there, also).
  
A defender could be forced into a river, or down a flight of stairs, or off a cliff.  In the last case, and other life-threatening situations, the defender is allowed a [[Dexterity (ability stat)|dexterity]] [[Ability Checks|check]].  A railing, fence or merlon along the edge adds a +2 benefit to the check. If the check succeeds, the defender succeeds in holding his or her ground and is not forced back — though they may yet be the next round.
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: '''Life-threatening Situations and Dexterity Checks.'''  Defenders might be forced back into hazardous situations like a river, down a flight of stairs, towards radiant heat, into an acidic pool or off a cliff.  In any situation where moving back would cause damage, the defender is granted a [[Dexterity (ability stat)|dexterity]] [[Ability Checks|check]].  If there is a railing, fence, or merlon along the edge, the defender receives a +2 bonus to the check. If the check succeeds, the defender manages to hold their ground and is not forced back, although they may still be in the next round.
  
Defender's can be driven into an ally's hex. If an attack is then made again before the allies can sort themselves out, the attack to hit is made with a bonus of +2, due to the "fouled" nature of the defenders. Attacks made against the hex randomly strike whomever is caught within the space.
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: '''Defenders Pushed into Friendly-occupied Hexes.'''  Defenders can be pushed into an ally's hex. If an attack is then made before the allies can reposition themselves, the attack to hit receives a +2 bonus due to the "fouled" nature of the defenders. Attacks targeting the hex randomly affect anyone within that space (a die is rolled to determine which).
  
Should there be a case of [[Multiple Defenders in One Hex|multiple defenders in one hex]], in which more two people are trained to fight in close quarters, there's no +2 bonus to hit.  If either defender is stunned, then only that defender is forced back out of the hex.  If either defender is allowed a dexterity check to hold his or her ground, then BOTH characters in the hex are entitled to make the check.  This reflects their physical support for each other, as either provides the necessary resolve needed to remain in possession of the hexThe weight of both defenders are NOT added together with respect to weight rules related to a stun forcing back opponents.
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: '''Multiple Defenders in One Hex.'''  Describes situations where more than [[Multiple Defenders in One Hex|two combatants are trained to fight in close quarters]], denying enemies the +2 bonus given above.  If either defender is stunned, only that defender is forced out of the hex.  If either defender needs to make a dexterity check to maintain their position, then BOTH combatants in the hex make the check, one acting in support of the otherEither might provide the necessary resolve needed to ensure both defender's hold their groundNote that the total weight of both defenders is NOT combined when it comes to rules related to stunning and forcing opponents back to due to mass.
  
== Stunning Creatures with Multiple Attacks ==
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{| class="wikitable" style="float:right; margin-left: 25px; text-align:center; background-color:#d4f2f2;"
{| class="wikitable" style="float:right; margin-left: 25px; background-color:#d4f2f2;"
 
 
|-
 
|-
! # Attacks !! H.p. to Stun<br>All Attacks
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! # Attacks !! style="width:125px;"|H.p. to Stun all Attacks
 
|-
 
|-
 
| 1 || 25% (quarter)
 
| 1 || 25% (quarter)
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| 8 || 86% (six sevenths)
 
| 8 || 86% (six sevenths)
 
|}
 
|}
Because creatures with multiple attacks are more liable to hit even as they're defending against an attacker, they're harder to altogether stun.  The table on the left indicates the percentage of hit points damage that must be caused against the opponent to eliminate all their possible attacks — however, some attacks are removed with hits that cause a lesser percentage of the defender's current hit points.
 
  
: For example, using the lion from the above examples, the feline has three attacks altogether: two [[Claw (attack)|claws]] and the aforementioned fangsIf the lion has 36 h.p., then the amount of damage needed to prevent the lion from using any of these attacks on it's turn would need to be 18 h.p. — 50% of the lion's total.
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== Stunning Creatures with Multiple Attacks ==
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Creatures possessing multiple attacks are generally more challenging to stun because they have a higher chance of landing hits even if once they've receive a strong attack.  The left-hand table illustrates the percentage of hit point (h.p.) damage that must be inflicted upon the opponent to eliminate all their potential attacks.  However, SOME attacks can be removed with hits that causing a lower percentage of the defender's current h.p.
  
: However, if 9 h.p. were caused — a quarter of the lion's total — then the lion would prevented from using '''it's most dangerous attack''', its fangs, when it next attacks, which at least reduces how dangerous the lion is.  Likewise, if 12 h.p. damage were caused, the lion would lose its fangs and one of its two claws. Thus there's the potential for making the lion more manageable.
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: For example, taking the lion mentioned previously, the lion possesses a total of three attacks: two claws and its fangs. If the lion has a total of 36 h.p., then the damage required to prevent the lion from utilizing any of these attacks in its round would need to be 18 h.p. This amounts to 50% of the lion's total h.p.  This is also the amount of damage that must be done to force the lion back when it's fully stunned.
  
In these calculations, the creatures most dangerous attack is always lost first, then it's second most dangerous attack and so on.   
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: However, if 9 damage is inflicted — which is a quarter of the lion's total h.p. — then the lion would be prevented from using its ''most dangerous attack,'' which is its fangs, during its next attack.  In like situations, creatures always lose their "primary" attack first, followed by their second most potent attack and so on.  Thus, if 12 damage is inflicted, the lion loses its fang attack and one of its claws as well. While this effect doesn't entirely prevent the lion from participating in the combat, it does make the lion more controllable and less threatening.
  
Higher leveled persons who also receive [[Multiple Attacks|multiple attacks]], or cases where an combatant is [[Fighting with Two Weapons|fighting with two weapons]], are treated likewise when stunned.
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Higher-level individuals who also possess [[Multiple Attacks|multiple attacks]], or in cases where a combatant is fighting with two weapons, the same rule applies.
  
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If a combatant or creature sustains [[Wounds|wounds]] in which the loss is greater than 25% of their total h.p., then that creature or defender begins to "bleed out."  In this state, they're unable to take any actions in each subsequent round as the stun renders them helpless. To save their life and stop the bleeding, another ally must promptly come to their aid, either through [[Healing|healing]] magic or [[Binding Wounds (sage ability)|binding]] wounds.
  
=== Damage from Wounds ===
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Any hit caused against a person with [[Negative Hit Points|less than zero h.p.]] is considered a stun.
[[Wounds|Wounds]] can cause continuous damage, which may themselves cause a combatant to lose 25% of their hit points.  Wound damage will stun lock a combatant, who will be considered weakened and unable to act.  Once wounds are enough to stun a combatant, that will continue every round thereafter until the combatant receives outside help, [[Binding Wounds (sage ability)|binding]] or otherwise [[Close Wound (cantrip)|closing the wounds]].
 
 
 
Because 1 h.p. damage is sufficient to stun anyone with 4 h.p. or less, any damage to persons with less than 4 h.p. (including those with less than [[Negative Hit Points|zero hit points]]) is considered sufficient to stun.
 
 
 
  
  
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[[Attack of Opportunity]]<br>
 
[[Attack of Opportunity]]<br>
 
[[Overbearing]]
 
[[Overbearing]]
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[[Category: Reviewed]]

Latest revision as of 20:32, 20 May 2024

Stun Lock.jpg

Stun Lock, also referred to as "stun" or being "stunned," is a combat mechanic designed to model a combatant being unbalanced, and thus unable to act, by a strong attack from an enemy. A "strong attack" is characterized as any single strike that causes at least 25% of the combatant's current hit points (h.p.) in damage. This rule is applicable to both player characters, their allies and enemies, including nearly every humanoids and monsters that might be encountered.

While in a "stunned" state, the combatant is compelled to forego their own attack round, affording the enemy another chance to strike. Should the enemy's attack fail to connect or lack the force to stun the defender, the defender can subsequently execute a regular attack. It's entirely feasible for a combatant to experience multiple instances of being stunned, until being killed, without having the chance to retaliate defensively.

Example of Stunning

In a combat between Carly, with 14 h.p., and Patrick, who has 16 h.p., Patrick has the initiative. On Patrick's attack, he hits Carly for 3 damage. While this would stun Carly if she had 12 or fewer h.p., she's not stunned and can counterattack. Carly hits Patrick for 4 damage, which is 25% or more of his 16 h.p., stunning Patrick. Carly attacks again but misses.

Now, Patrick has 12 h.p., and Carly has 11 h.p. Patrick hits Carly again for 3 damage, enough to stun her this time. Patrick strikes once more, causing 2 damage against Carly's 8, causing another stun. Patrick is able to make a third consecutive attack. If he misses this time, Carly could strike back, possibly stunning Patrick and allowing her to continue attacking until he's defeated. And so it goes.

When a combatant is stunned, they are presumed to be reacting to the enemy's strong attack, stumbling backward, off-balance, perhaps even falling to one knee while trying to parry and regain their chance to counter-attack. At no time is the "stunned" character insensible, but remains a significant immediate threat if the next attack fails to stun.

Multiple Hits

If a character's hit multiple times in a single round, it's crucial to consider the order of these hits and recognize that each is evaluated against the defender's current (h.p.) individually. The total damage isn't added together and then compared to the character's h.p.! The example below explains how the order of hits can drastically change the result:

For example, Lisbeth has 29 h.p. and is hit three times in a row. The first hit inflicts 7 damage, which would stun her if she had 28 h.p. or less. However, since she's at 29 h.p., she remains unstunned. She's reduced to 22 h.p. The second hit deals 5 damage — still not enough to stun her, and Lisbeth shakes this one off too, now at 17 h.p. The third hit causes 4 damage, which still comes short. Thus, even though Lisbeth has taken three hits, and received a total of 16 damage, none of these blows were potent enough to unbalance her when it mattered, at the moment they landed.
If, however, the first hit had caused 5 damage, lowering her to 24 h.p., and the second blow had caused 7 damage, Lisbeth would have been stunned. The DM must therefore be careful in determining which attack are made first BEFORE they hit and cause damage, as a whole battle might hinge on this one result.

Falling Back

When a combatant is stunned, they are pushed back by one [[Combat Hex|combat hex][], as evidence that the blow hurt. However, if the attacker's mass is greater than three times that of the defender, this backward movement is increased to two hexes. For example, if a 560 lb. lion stuns a 120 lb. defender with its paw or bite, the defender is forced back two hexes from the animal.

Conversely, if the attacker's mass is less than one-third that of the defender, as in the reverse scenario from the above example, a 120 lb. attacker couldn't force back a 560 lb. lion, even if they manage to stun it.

Once an attacker stuns and pushes back an opponent, they're no longer considered engaged in "melee," unless another defender continues to engage them. If free to do so, the attacker can advance toward the stunned defender, re-engaging them in melee — and potentially strike at them again in the same round.

For example, consider a lion that's able to make three attacks. It could potentially strike a defender with its claw, causing the defender to become stunned and fall back. The lion might then advance and use its other claw to attack, possibly stunning the defender once more, causing him or her to retreat again. Subsequently, the lion can advance for a third time and attack with its fangs, potentially missing, hitting, stunning or even killing the defender this time. This illustrates how creatures with multiple attacks can pose a significant threat when faced alone.

Note also that when an attacker is no longer engaged in melee, they also have the option to flee the combat. This provides an advantage because they can complete the rest of their turn, then take their entire next turn while the defender remains stunned. This makes waiting to stun an opponent an effective strategy when wanting to disengage from a fight, when the attacker has the upper hand.

Further Considerations

Forced Movement and Obstructions. Combatants cannot be forced into an enemy-occupied hex or past obstructions like walls. In such situations, the defender has the option to move back and to the right or left (defender's choice) or not move at all if there's no available space. A stunned defender cannot move more than 90 degrees from the direction of the attack. Any barrier that stands at a height of 4 feet or higher is considered a "wall," effectively prevents the defender from being forced back (and potentially trapping him or her there, also).
Life-threatening Situations and Dexterity Checks. Defenders might be forced back into hazardous situations like a river, down a flight of stairs, towards radiant heat, into an acidic pool or off a cliff. In any situation where moving back would cause damage, the defender is granted a dexterity check. If there is a railing, fence, or merlon along the edge, the defender receives a +2 bonus to the check. If the check succeeds, the defender manages to hold their ground and is not forced back, although they may still be in the next round.
Defenders Pushed into Friendly-occupied Hexes. Defenders can be pushed into an ally's hex. If an attack is then made before the allies can reposition themselves, the attack to hit receives a +2 bonus due to the "fouled" nature of the defenders. Attacks targeting the hex randomly affect anyone within that space (a die is rolled to determine which).
Multiple Defenders in One Hex. Describes situations where more than two combatants are trained to fight in close quarters, denying enemies the +2 bonus given above. If either defender is stunned, only that defender is forced out of the hex. If either defender needs to make a dexterity check to maintain their position, then BOTH combatants in the hex make the check, one acting in support of the other. Either might provide the necessary resolve needed to ensure both defender's hold their ground. Note that the total weight of both defenders is NOT combined when it comes to rules related to stunning and forcing opponents back to due to mass.
# Attacks H.p. to Stun all Attacks
1 25% (quarter)
2 33% (third)
3 50% (half)
4 67% (two thirds)
5 75% (three quarters)
6 80% (four fifths)
7 84% (five sixths)
8 86% (six sevenths)

Stunning Creatures with Multiple Attacks

Creatures possessing multiple attacks are generally more challenging to stun because they have a higher chance of landing hits even if once they've receive a strong attack. The left-hand table illustrates the percentage of hit point (h.p.) damage that must be inflicted upon the opponent to eliminate all their potential attacks. However, SOME attacks can be removed with hits that causing a lower percentage of the defender's current h.p.

For example, taking the lion mentioned previously, the lion possesses a total of three attacks: two claws and its fangs. If the lion has a total of 36 h.p., then the damage required to prevent the lion from utilizing any of these attacks in its round would need to be 18 h.p. This amounts to 50% of the lion's total h.p. This is also the amount of damage that must be done to force the lion back when it's fully stunned.
However, if 9 damage is inflicted — which is a quarter of the lion's total h.p. — then the lion would be prevented from using its most dangerous attack, which is its fangs, during its next attack. In like situations, creatures always lose their "primary" attack first, followed by their second most potent attack and so on. Thus, if 12 damage is inflicted, the lion loses its fang attack and one of its claws as well. While this effect doesn't entirely prevent the lion from participating in the combat, it does make the lion more controllable and less threatening.

Higher-level individuals who also possess multiple attacks, or in cases where a combatant is fighting with two weapons, the same rule applies.

If a combatant or creature sustains wounds in which the loss is greater than 25% of their total h.p., then that creature or defender begins to "bleed out." In this state, they're unable to take any actions in each subsequent round as the stun renders them helpless. To save their life and stop the bleeding, another ally must promptly come to their aid, either through healing magic or binding wounds.

Any hit caused against a person with less than zero h.p. is considered a stun.


See also,
Attacking in Combat
Attack of Opportunity
Overbearing