Difference between revisions of "Damage"
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(Created page with "When a character suffers injury, whether from the actions of foes in combat, bad luck, or naturally occurring hazards, they suffer '''damage'''. Whereas ''harm'' is a term us...") |
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− | When a character suffers injury, whether from the actions of foes in combat, bad luck, or naturally occurring hazards, they suffer '''damage'''. Whereas ''harm'' is a term used to describe the lethal power of weapons and spells, ''damage'' is the amount of injury a character sustains in the form of lost Health Points. | + | When a character suffers injury, whether from the actions of foes in combat, bad luck, or naturally occurring hazards, they suffer '''damage'''. Whereas ''harm'' is a term used to describe the lethal power of weapons and spells, ''damage'' is the amount of injury a character sustains in the form of lost Health Points. |
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+ | You make a [[Guard]] check to resist lethal injuries from things like swords, spiked pits, and fireballs. See the ''Guard'' entry in ''Chapter 6: Skills''. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must. |
Revision as of 12:39, 14 August 2019
When a character suffers injury, whether from the actions of foes in combat, bad luck, or naturally occurring hazards, they suffer damage. Whereas harm is a term used to describe the lethal power of weapons and spells, damage is the amount of injury a character sustains in the form of lost Health Points.
You make a Guard check to resist lethal injuries from things like swords, spiked pits, and fireballs. See the Guard entry in Chapter 6: Skills. The amount of incoming damage minus the result of your Guard check equals the amount of HP lost. When a character reaches 0 HP, he falls comatose. When a character drops below 0 HP, he dies. Cry you may, but die you must.