Difference between revisions of "Helpless Defender"

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This describes persons who are sleeping, unconscious or totally paralyzed when attackedFor sleeping creatures, it is assumed that sleeping creatures won't awake because the attacker has succeeded in approaching through stealth.
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[[File:Helpless Defender.jpeg|right|525px|thumb]]
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'''Helpless defenders''' are those who, when attacked, are unable to defend themselves, whether due to being [[Sleeping|asleep]], [[Charm|charmed]], [[Paralysation|paralysed]] or otherwise rendered incapable of resistance. Many an [[Assassin (class)|assassin]] will use [[Stealth (sage ability)|stealth]] to approach a sleeping victim, as this is often the most efficient way to eliminate a dangerous foe before a fight beginsSince these individuals are not considered [[Combat|combatants]] at the moment of attack, '''experience is not awarded''' for dealing damage to helpless defenders. The true measure of an opponent lies in the challenge they present, and striking down an incapacitated foe does not contribute to a character’s growth in skill or ability.
  
When an attack occurs, there is no need to roll a d20 to-hit. Damage is automatic. The total damage done will be 10-60% of the creature's maximum hit points above zero, each round of the attack, per attacker.
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== Causing Damage ==
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When [[Attacking in Combat|attacking]] a helpless defender, the attacker does not [[Roll to Hit|roll to hit]]. Instead, it is '''assumed the hit occurs''', and that the '''damage done is 10-60%''' of the victim's maximum [[Hit Points|hit points]] above zero, each [[Combat Round|combat round]].  In the case of sleeping victims, the first hit will result in the victim awaking; but if the damage done is sufficient to [[Stun Lock|stun]] on the first blow, there is little chance the victim will ever receive an opportunity to fight back, unless aided by an ally.
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Assassins or [[Thief (class)|thieves]] cause an addition bonus 10% per blow against helpless defenders, or '''20-70%''' of the victim's hit points.  Both assassins and thieves may attempt to [[Assassination (sage ability)|assassinate]] or [[Backstabbing (sage study)|backstab]] the opponent; but if this fails, the damage that occurs is still a minimum of 20-70%.
  
A thief or assassin may prefer to automatically backstab the opponent or attempt to assassinate. If assassination fails, the damage caused will be 20-70% of the helpless defender's hit points.
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: '''For example,''' Hiram, with a maximum of 20 hit points, has failed his [[Saving Throws|save]] and is held in place by the spell [[Hold Person (spell)|hold person]].  Iolanthe comes upon him, raises her [[Sword (weapon)|sword]], and strikes. She rolls a 3 on a d6, dealing 30% of Hiram's hit points — a total of 6 damage. This is enough to stun Hiram, but it also breaks the spell, freeing him from his magical paralysis. As a result, Miriam, who attacks next, must now roll to hit, since Hiram is no longer considered helpless.
  
For example, a creature with 20 hit points is unconscious when attacked by a non-assassin. The attacker will roll a d6 x 10% x 20, or 2 hit points per pip appearing on the die. In all probability stunning the creature outright. However, since such an attack will wake a sleeping creature, or potentially ruin a paralyzation spell, most defenders will no longer be helpless and will have to be hit thereafter (even if they are stunned, they are still rated according to their armor class!).  
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: However, if Hiram had been fully paralysed — rather than held by magic — the blow would not alter his condition. He would remain helpless, allowing Miriam to swing again in the next round, once more dealing 10-60% of his original maximum hit points, until either his condition changed or he was slain outright.
  
In the case of an unconscious character with less than -3 hit points, however, the defender will remain helpless even after taking damage.
 
  
Experience is not rewarded for attacking helpless creatures.
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See also,<br>
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[[Attacking in Combat]]<br>
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[[The Adventure]]
  
See Attacking in Combat
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[[Category: Reviewed]]

Latest revision as of 16:32, 2 February 2025

Helpless Defender.jpeg

Helpless defenders are those who, when attacked, are unable to defend themselves, whether due to being asleep, charmed, paralysed or otherwise rendered incapable of resistance. Many an assassin will use stealth to approach a sleeping victim, as this is often the most efficient way to eliminate a dangerous foe before a fight begins. Since these individuals are not considered combatants at the moment of attack, experience is not awarded for dealing damage to helpless defenders. The true measure of an opponent lies in the challenge they present, and striking down an incapacitated foe does not contribute to a character’s growth in skill or ability.

Causing Damage

When attacking a helpless defender, the attacker does not roll to hit. Instead, it is assumed the hit occurs, and that the damage done is 10-60% of the victim's maximum hit points above zero, each combat round. In the case of sleeping victims, the first hit will result in the victim awaking; but if the damage done is sufficient to stun on the first blow, there is little chance the victim will ever receive an opportunity to fight back, unless aided by an ally.

Assassins or thieves cause an addition bonus 10% per blow against helpless defenders, or 20-70% of the victim's hit points. Both assassins and thieves may attempt to assassinate or backstab the opponent; but if this fails, the damage that occurs is still a minimum of 20-70%.

For example, Hiram, with a maximum of 20 hit points, has failed his save and is held in place by the spell hold person. Iolanthe comes upon him, raises her sword, and strikes. She rolls a 3 on a d6, dealing 30% of Hiram's hit points — a total of 6 damage. This is enough to stun Hiram, but it also breaks the spell, freeing him from his magical paralysis. As a result, Miriam, who attacks next, must now roll to hit, since Hiram is no longer considered helpless.
However, if Hiram had been fully paralysed — rather than held by magic — the blow would not alter his condition. He would remain helpless, allowing Miriam to swing again in the next round, once more dealing 10-60% of his original maximum hit points, until either his condition changed or he was slain outright.


See also,
Attacking in Combat
The Adventure