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From: dove@mit-bug.UUCP (Web Dove)
Newsgroups: net.games.frp
Subject: Re: AC bonuses and monks...
Message-ID: <403@mit-bug.UUCP>
Date: Fri, 25-Oct-85 12:59:20 EST
Article-I.D.: mit-bug.403
Posted: Fri Oct 25 12:59:20 1985
Date-Received: Thu, 31-Oct-85 06:47:55 EST
References: <211@mit-bug.UUCP> <641@hou2g.UUCP> <573@lasspvax.UUCP> <182@glasgow.glasgow.UUCP>
Reply-To: dove@mit-bugs-bunny.UUCP (Web Dove)
Organization: MIT Digital Signal Processing Group
Lines: 27

In article <182@glasgow.glasgow.UUCP> dunbar@glasgow.glasgow.UUCP (Neil Dunbar) writes:
> 1) Stunned person is AC 4 factors worse than before
> 2)    "      "    is at -2 to hit on all attacks
> 3)    "      "    automatically loses initiative
> 4) Spell casting (scroll or natural) is impossible while stunned.

1 & 2 sound like they come from the stun description in Dragon #83
"unarmed combat simplified".

we also use rules 1 & 2
3 is new to me but sounds good
4 we use
5> no psionics either (btw, we play psionics as interruptable 1 seg spells)
6> as per Dragon #83, once stunned you can't be restunned until you 
recover, so the effects can't add (this is especially important in
monk combat).

(btw, regarding battle, we have modified the rules to say a monk gets
stuck at a level until they win their battle, rather than losing the
level.  Before any repeat battle they must go on an adventure but
receive no exp till they win.)

7> a stunned opponenent can't choose to attack someone, they can only
respond to a MELEE attack (i.e. someone next to them).  Thus, once
your opponent is stunned, you can walk away and be safe and shoot/cast at
them safely, but you can't go up and beat on them.  This is the way we
play all stuns (holy word, power word, symbol, monk, grapple).