System grab-bags:Damage

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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).