Difference between revisions of "Damage"

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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.
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When a character suffers an injury, he takes '''damage'''. Damage can be caused by the actions of foes in combat, bad luck, or naturally occurring hazards. Whereas ''harm'' is a term used to represent a weapon's lethality, ''damage'' represents the extent of a character's sustained injuries.
  
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.
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Bodily trauma can be inflicted using any of the following methods, however, some creatures may be resistant or immune to one or more of them.
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* ''Bludgeoning'' damage results from the impact of a solid object, which causes blunt trauma. Hammer, meet nail.
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* ''Piercing'' damage is caused by thrusting attacks with pointed objects, which inflict deep penetration wounds. Organ perforation, impalement, the works.
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* ''Slashing'' damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations.
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* ''Burning'' damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
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* ''Crushing'' damage results from the application of extreme pressure, which compresses the body like a tube of toothpaste.
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You make a [[Guard]] check to resist lethal injuries. 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 21:34, 5 July 2020

When a character suffers an injury, he takes damage. Damage can be caused by the actions of foes in combat, bad luck, or naturally occurring hazards. Whereas harm is a term used to represent a weapon's lethality, damage represents the extent of a character's sustained injuries.

Bodily trauma can be inflicted using any of the following methods, however, some creatures may be resistant or immune to one or more of them.

  • Bludgeoning damage results from the impact of a solid object, which causes blunt trauma. Hammer, meet nail.
  • Piercing damage is caused by thrusting attacks with pointed objects, which inflict deep penetration wounds. Organ perforation, impalement, the works.
  • Slashing damage follows chopping or slicing attacks with edged objects, which deliver wide incised wounds… or amputations.
  • Burning damage is the product of acute exposure to extreme temperature, voltage, radioactivity, or corrosiveness. Accident-free for zero days.
  • Crushing damage results from the application of extreme pressure, which compresses the body like a tube of toothpaste.

You make a Guard check to resist lethal injuries. 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.