Difference between revisions of "Stun Lock"

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Also known as "stun" or "stunning," a reaction to [[Damage (hit points)|damage]] which results in a combatant being unable to take action for a given [[Combat Round|round]].
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[[File:Stun Lock.jpg|right|560px|thumb]]
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'''Stun Lock''', also referred to as "stun" or being "stunned," is a [[Combat|combat]] mechanic designed to addresses a combatant being unbalanced and thus unable to a strong attack made by 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 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.
  
Stun lock is caused by any one hit that equals 25% or more of the combatant's [[Hit Points|hit points]] at the time the damage is done. If sufficient, the character or combatant is "stunned." While stunned, the combatant cannot act that round, letting the enemy attack again.  It is assumed that the stunned character is still defending (armor class unchanged) and is aware of what's happening. Stunning should be seen as the character staggering, off balance, perhaps falling to one knee and attempting to regain another chance to attack.  In effect, the character is "too busy" to take fight back.  Combatants that are stunned round after round may be killed before they are ever able to attack again.
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== Example of Stunning ==
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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.
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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.
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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 the space of a round, each individual hit is calculated against the target's hit points separately. This calculation is made according to the order in which each hit lands.
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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 hit points and is hit three times in succession. In order, these hits cause 7, 5 and 3 points of damage. The first hit, 7 damage, stuns up to 28 hp, not quite enough to stun Lisbeth.  She loses 7 h.p., leaving her with 22 remaining.  The second hit, causing 5 damage, stuns up to 20 hp; again, Lisbeth comes through all right.  She has 17 h.p. leftAnd the third hit, 3 damage, is still less than 25% of Lisbeth's remaining hit pointsLisbeth avoids being stunned this round, even though she suffered three hits and a total loss of 15 hit points.
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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.
  
::If, however, the damage had been done in the order of 3, 7 and 5, the first hit would have reduced Lisbeth to 26 h.p. The second attack, for 7 damage, would stun Lisbeth.  The third hit, for 5 damage, would also stun Lisbeth.  However, she can be stunned only once; she can't be "more stunned."  However, she can be repeatedly [[Stun Lock#Falling Back|knocked backwards]] (see below).
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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.
  
=== Damage from Wounds ===
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== Falling Back ==
[[Wounds|wounds]] can cause continuous damage, which may themselves cause a combatant to lose 25% of their hit pointsWound damage will stun lock a combatant, who will be considered weakened and unable to actOnce wounds are enough to stun a combatant, that will continue every round thereafter until the combatant receives outside help, binding or otherwise closing the wounds.
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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]].
  
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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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.
  
== Stunning versus Multiple Attacks ==
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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 themIf 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.
When a defending combatant has more than one attack, more than 25% of the combatant's hit points must be caused in order to stop '''all''' the combatant's attacksWhether due to it's natural form — such as animals with two claws and a bite, multiple tentacles, etcetera or because the combatant has increased sufficiently in [[Experience Level|level]] to receive additional attacks, combatants with multiple attacks are more difficult to stun.
 
  
Causing 25% of the combatant's hit points will reduce the combatant's attacks the following round by one attack. To reduce the combatant by two attacks requires damage equal to 33% (one third) of the combatant's hit pointsReducing the combatant by three attacks requires 50% of the combatant's hit points; by four attacks requires 67% (two-thirds) of the combatant's hit points and so on. See the table below for reducing up to 8 enemy attacks (the number of attacks a [[Carrion Crawler|carrion crawler]] has).
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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 backThe 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 (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.
  
For example, suppose a character is fighting a lion with 33 hp. During the character's round, the character hit's the lion, causing 9 damage. This is more than 25% of the lion's hit points, but not more than 33% - therefore, the lion would still attack, but would randomly lose the use of either one of the lion's claws or its bite. If the character had caused 11 hp of damage, the lion would have lost two of its attacks - but it would still attack using one of its claws (2 in 3) or its bite (1 in 3). If the character, however, was somehow able to cause a total of 17 hp damage to the lion, the lion would be completely stunned and would get no return attacks before the character was able to attack again.
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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.
  
== Falling Back ==
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=== Further Considerations ===
Combatants that are stunned are judged to fall back one combat hex after being stunned, effectively staggering back from the force of the blow. In some cases, where the attack is particular egregious and delivered by a large or gigantic combatant, such as a giant or an elemental, the stunned combatant may actually be hurled back a distance of at least one hex. If the damage caused by an attacker larger than 1,000 pounds is enough to wound the combatant, the combatant is judged to fall back two hexes.
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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).
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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.
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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).
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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 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.
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{| class="wikitable" style="float:right; margin-left: 25px; text-align:center; background-color:#d4f2f2;"
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|-
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! # Attacks !! style="width:125px;"|H.p. to Stun all Attacks
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|-
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| 1 || 25% (quarter)
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|-
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| 2 || 33% (third)
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|-
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| 3 || 50% (half)
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|-
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| 4 || 67% (two thirds)
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|-
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| 5 || 75% (three quarters)
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|-
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| 6 || 80% (four fifths)
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|-
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| 7 || 84% (five sixths)
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|-
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| 8 || 86% (six sevenths)
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|}
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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.
  
The direction of falling back should be diametrically opposite to the direction of the attack that first stunned the opponent. The combatant cannot, however, be forced into a hex containing an enemy or a physical structure - if this applies to the hex to which the combatant should fall back, then the combatant will fall back 60 degrees to the left or right, away from the hit. If it is impossible for the combatant to fall back into any three hexes behind the combatant, then the falling-back rule does not apply.
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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.
  
If the hex the combatant is forced into contains a single small or medium-sized ally, the combatant will be forced to occupy the same hex as the ally. However, if that hex is occupied by a large ally, by two medium allies or three small allies, that hex is judge to be full and therefore the combatant cannot fall back into that hex. Once again, if all three hexes are filled with allies, then the falling-back rule does not apply.
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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.
  
If the combatant falls back into an hex that indicates a plunge or drop, then the combatant is entitled to a dexterity check each time that the combatant is stunned that round. Success indicates that the combatant does not move backwards when stunned; a failure indicates that the combatant falls.
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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.
  
Should the combatant be separated from the fall by a railing, merlon or fence, the combatant will receive a +1 modifier to the dexterity check for each foot of the barrier's height above 1' (+1 for a 2' barrier, +2 for a 3' barrier, etcetera). If the character has a rigid pole that can be grabbed or used for support, the combatant will gain a +1 modifier for that also.
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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.
  
There are numerous other situations into which a stunned combatant can be forced back into — for example, into water along a shoreline, into line-of-sight where the character can be seen by others, up or down stairs, etc.
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Any hit caused against a person with [[Negative Hit Points|less than zero h.p.]] is considered a stun.
  
== Swapping with Stunned Allies ==
 
Allies may swap places with stunned companions, in order to move forward and attack the enemy. Imagine that the forward hex is, at the start of the round, occupied by a combatant — Axul — that has just been stunned. Axul's ally, Byzul, begins by moving into Axul's hex. At the same time, Byzul presses Axul back (as they switch places) and Axul stumbles backwards into Byzul's former place. Though technically Axul cannot take an action (because Axul is stunned), Byzul initiates an action for Axul and Axul completes that action. The exchange costs only one action point for Byzul, for moving one hex forward, but none for directing Axul (as Byzul merely pulls Axul back while passing him), while the points Axul spends are dismissed since they are less than what Axul might spend if Axul had the power to take action independently.
 
  
The final result is that Byzul ends where Axul was, while Axul ends where Byzul was. Byzul then goes on to use his remaining action points.
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See also,<br>
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[[Attacking in Combat]]<br>
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[[Attack of Opportunity]]<br>
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[[Overbearing]]
  
<br>
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[[Category: Reviewed]]
See [[Attacking in Combat]]<br>
 

Latest revision as of 23:51, 10 October 2023

Stun Lock.jpg

Stun Lock, also referred to as "stun" or being "stunned," is a combat mechanic designed to addresses a combatant being unbalanced and thus unable to a strong attack made by 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