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Combat thesaurus (or 101 ways to say "You hit for 3 damage")
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<blockquote data-quote="LostSoul" data-source="post: 6389174" data-attributes="member: 386"><p>Re-reading my post now, I see that it's quite hostile. Sorry about that.</p><p></p><p>My point is that some abstract combat systems (such as D&D) can become inconsistent if you narrate exactly what happened from HP loss. For me personally I'd rather avoid narration if it doesn't have any impact on resolution. It ruins my immersion because I have to imagine taking/giving a wound, like broken ribs, that don't impact the character in any way. </p><p></p><p>However I recognize that not everyone feels that way, and I can see that narration like this could be a lot of fun. So I'll stop threadcrapping and offer something of value:</p><p></p><p>Low damage:</p><p>1) (sword vs. studded leather) your sword cuts through his leather but deflects off its metal with enough force to leave a nasty bruise.</p><p>2) (ranged) your arrow (magic missile, etc.) flies straight at his face, but at the last second he dodges and it leaves a shallow graze.</p><p>3) (bludgeoning) you hit him solidly in the leg but the force of your blow is absorbed by armour and muscle, leaving a nasty bruise but failing to break any bones.</p><p>4) (non-shield block) he makes an awkward parry that sends shocks of pain up his arm.</p><p></p><p>Medium damage:</p><p>1) (piercing) you stab at his heart but he twists at the last second in desperation; your blade deflects off a rib, drawing blood.</p><p>2) (ranged) your arrow penetrates through his armour and breaks the skin, deep enough to draw blood but no more.</p><p>3) (bludgeoning) you pound him heavily in the gut but adrenaline keeps him from doubling over.</p><p></p><p>Heavy damage:</p><p>1) (slashing) a powerful slash rends armour and cuts through muscle to the bone.</p><p>2) (bludgeoning) you slam him in the face and knock some teeth loose.</p><p>3) (piercing) you sink your blade deep into his flesh.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6389174, member: 386"] Re-reading my post now, I see that it's quite hostile. Sorry about that. My point is that some abstract combat systems (such as D&D) can become inconsistent if you narrate exactly what happened from HP loss. For me personally I'd rather avoid narration if it doesn't have any impact on resolution. It ruins my immersion because I have to imagine taking/giving a wound, like broken ribs, that don't impact the character in any way. However I recognize that not everyone feels that way, and I can see that narration like this could be a lot of fun. So I'll stop threadcrapping and offer something of value: Low damage: 1) (sword vs. studded leather) your sword cuts through his leather but deflects off its metal with enough force to leave a nasty bruise. 2) (ranged) your arrow (magic missile, etc.) flies straight at his face, but at the last second he dodges and it leaves a shallow graze. 3) (bludgeoning) you hit him solidly in the leg but the force of your blow is absorbed by armour and muscle, leaving a nasty bruise but failing to break any bones. 4) (non-shield block) he makes an awkward parry that sends shocks of pain up his arm. Medium damage: 1) (piercing) you stab at his heart but he twists at the last second in desperation; your blade deflects off a rib, drawing blood. 2) (ranged) your arrow penetrates through his armour and breaks the skin, deep enough to draw blood but no more. 3) (bludgeoning) you pound him heavily in the gut but adrenaline keeps him from doubling over. Heavy damage: 1) (slashing) a powerful slash rends armour and cuts through muscle to the bone. 2) (bludgeoning) you slam him in the face and knock some teeth loose. 3) (piercing) you sink your blade deep into his flesh. [/QUOTE]
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