System grab-bags:Damage: Difference between revisions
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=Damage= | [[System_grab-bags:Main_page|System_grab-bags]] > Damage | ||
=Damage style= | |||
== | ==Critical table (Rolemaster)== | ||
==Post-conflict fallout (DitV)== | |||
==Roll determines damage== | |||
==Separate damage roll== | |||
= | =Tracking damage= | ||
==Health levels== | |||
Characters have several health levels, such as Healthy - Lightly wounded - Heavily wounded - Incapacitated - Dead. Typically, pushing the character to the next wound level requires an attack to exceed a certain threshold of points. Each wound level causes different kinds of penalties. | Characters have several health levels, such as Healthy - Lightly wounded - Heavily wounded - Incapacitated - Dead. Typically, pushing the character to the next wound level requires an attack to exceed a certain threshold of points. Each wound level causes different kinds of penalties. | ||
==Setting / story consequences== | |||
This form of ”damage” is often pretty straightforward - if the character loses the conflict, then the setting or storyline is affected in some way he didn't want to happen. It's possible to make this more formalized, however. A character in a debate may need to make concessions each time he takes damage (Burning Wheel), or a god's realm may be transformed for the worse each time the god is injured. In Universalis, the winner of a conflict gets points which she can then use to add, remove or alter existing story elements. | This form of ”damage” is often pretty straightforward - if the character loses the conflict, then the setting or storyline is affected in some way he didn't want to happen. It's possible to make this more formalized, however. A character in a debate may need to make concessions each time he takes damage (Burning Wheel), or a god's realm may be transformed for the worse each time the god is injured. In Universalis, the winner of a conflict gets points which she can then use to add, remove or alter existing story elements. | ||
==Statistic damage== | |||
Some of the character's attributes are increased or decreased (depending on which one makes them worse), either temporarily or permanently. Some statistics that typically take damage are: hit points, attributes, experience points or levels, clones. | Some of the character's attributes are increased or decreased (depending on which one makes them worse), either temporarily or permanently. Some statistics that typically take damage are: hit points, attributes, experience points or levels, clones. | ||
==Wounds== | |||
Each attack may cause different kinds of wounds, each causing separate penalties (a wound on the right harm harming attack rolls and a wound on the leg slowing movement, for instance). | Each attack may cause different kinds of wounds, each causing separate penalties (a wound on the right harm harming attack rolls and a wound on the leg slowing movement, for instance). | ||
[[Category:System grab-bags]] |
Revision as of 06:15, 9 April 2009
System_grab-bags > Damage
Damage style
Critical table (Rolemaster)
Post-conflict fallout (DitV)
Roll determines damage
Separate damage roll
Tracking damage
Health levels
Characters have several health levels, such as Healthy - Lightly wounded - Heavily wounded - Incapacitated - Dead. Typically, pushing the character to the next wound level requires an attack to exceed a certain threshold of points. Each wound level causes different kinds of penalties.
Setting / story consequences
This form of ”damage” is often pretty straightforward - if the character loses the conflict, then the setting or storyline is affected in some way he didn't want to happen. It's possible to make this more formalized, however. A character in a debate may need to make concessions each time he takes damage (Burning Wheel), or a god's realm may be transformed for the worse each time the god is injured. In Universalis, the winner of a conflict gets points which she can then use to add, remove or alter existing story elements.
Statistic damage
Some of the character's attributes are increased or decreased (depending on which one makes them worse), either temporarily or permanently. Some statistics that typically take damage are: hit points, attributes, experience points or levels, clones.
Wounds
Each attack may cause different kinds of wounds, each causing separate penalties (a wound on the right harm harming attack rolls and a wound on the leg slowing movement, for instance).