Asmor
First Post
I'm trying to think of all the different ways that damage can be categorized. Note that I'm specifically talking about physical trauma; the sort of things we'd think of as causing 'hit point damage' in D&D. So things like disease are probably not appropriate, but a fast-acting poison might be. Then again, maybe it won't. This is for a an RPG, where characters would have varied resistance to different damage types.
I'm trying to come up with fairly broad categories; so for example bludgeoning would refer to any kind of blunt force; hit by a club, being crushed in a giant's grip, falling damage.
It's not always exactly clear where it's useful to differentiate things, though. For example, is it worth separating piercing and slashing? My gut says it is, but I could be convinced otherwise. Slashing implies damage caused by opening wounds and cleaving flesh; piercing would cause damage more by causing relatively clean wounds, but penetrating deep and possibly puncturing important things.
Another example: fire vs. acid. From a real-world perspective, the two behave fairly differently even if both do cause burns. From a game perspective, is it important to differentiate? Would I feel boxed in by requiring anyone resistant to fire to also be resistant to acid, or vice versa? And would that happen often enough that it would be worth the effort of tracking yet another stat?
Here's what I've got so far:
Blunt
Piercing
Slashing
Burning (including fire and acid)
Cold
Electricity
"Bad Magic" (Enervation/Entropy?). Catch all for magics that attack you in non-physical, but still damaging, ways. Not sure if I'll actually even have a resistance for this or just make it so that these magics do damage that can't be resisted. This would be things like a specter's lifedraining touch, zapping someone with negative energy, maybe even drinking someone's blood.
I'm trying to come up with fairly broad categories; so for example bludgeoning would refer to any kind of blunt force; hit by a club, being crushed in a giant's grip, falling damage.
It's not always exactly clear where it's useful to differentiate things, though. For example, is it worth separating piercing and slashing? My gut says it is, but I could be convinced otherwise. Slashing implies damage caused by opening wounds and cleaving flesh; piercing would cause damage more by causing relatively clean wounds, but penetrating deep and possibly puncturing important things.
Another example: fire vs. acid. From a real-world perspective, the two behave fairly differently even if both do cause burns. From a game perspective, is it important to differentiate? Would I feel boxed in by requiring anyone resistant to fire to also be resistant to acid, or vice versa? And would that happen often enough that it would be worth the effort of tracking yet another stat?
Here's what I've got so far:
Blunt
Piercing
Slashing
Burning (including fire and acid)
Cold
Electricity
"Bad Magic" (Enervation/Entropy?). Catch all for magics that attack you in non-physical, but still damaging, ways. Not sure if I'll actually even have a resistance for this or just make it so that these magics do damage that can't be resisted. This would be things like a specter's lifedraining touch, zapping someone with negative energy, maybe even drinking someone's blood.