Herremann the Wise
First Post
I like threads like this so thank you for starting.
Trying to generalize as much as possible:
There are the "classic" three:
- Bludgeoning
- Slashing
- Piercing
You then have the special forms of damage:
- Burns (be it from acid, cold, electricity or fire)
- Concussive (such as sonic or thunder or "nonlethal" damage)
- Stimulative (radiant or pain causing over-stimulization)
- Necrotic (like classic vile damage or negative energy damage but I suppose you could also put acute infections in here)
You then have ones that are a more immediate threat:
- Suffocation (be it drowning or strangulation or anything related to lack of oxygen)
- Circulatory Breakdown (Heart attack/some poisons/even electricity may have an effect here.)
- I suppose you could almost put stimulative here although it is not as fatal as the first two.
These more immediate effects would seem to want to bypass the traditional hit point system: 3e would have handled these as saves.
You then have the more long term effects of starvation, exposure and disease but that as you highlight is slightly different again.
The question then becomes how to apply this? [Tangent ahead so sorry if these additional ideas are not really wanted]
My preference is to have a buffer of points, and a limit for amount of actual wound damage:
- Combat Points that represent a character's skill, capacity to avoid damage or turn a damaging blow into a lesser one, inner strength and resolve, divine guidance or providence, their will to go on, there capacity to perform at their best and such forth.
- Hit Point Limits that represents the total hit points worth of wounds before a character is incapacitated and the total hit points worth of wounds before a character is dead. If a character is hit and they have run out of combat points or if they are critically hit, then this translates to a wound (measured in hit points). If they sustain enough of these wounds then they are incapacitated or dead. For example a character might have an incapacitated limit of 24 and a deceased limit of 35; wounds of 12hp, 3hp and 10hp would incapacitate the character, while a further 13hp wound would kill them. Once they have received individual wounds totalling or exceeding these numbers, the character is either incapacitated or dying.
In terms of application combat points are restored quickly while wounds are healed slowly. In addition, wounds will have a type as mentioned above (slashing, burn, necrotic etc.) This may cause possible penalties, or make healing of these wounds more difficult or require specialised treatment.
You then can circle back around to your original question of resistance to these damage types. Obviously armor has a significant impact on protecting against these (even regular clothing is going to help versus burns etc.). You can then have magical effects that protect not against the damage caused (burns) but the thing dealing the damage (fire, acid etc.). Magic is good at shielding against the direct cause and not so much the effect. I think in play, this translates to good strategy as well. Find out the creature you are up against, and how best to protect yourself against that creature's attack (fire breath, freezing and crushing grip and so on).
So yeah... that's my initial thoughts on the matter.
Best Regards
Herremann the Wise
Trying to generalize as much as possible:
There are the "classic" three:
- Bludgeoning
- Slashing
- Piercing
You then have the special forms of damage:
- Burns (be it from acid, cold, electricity or fire)
- Concussive (such as sonic or thunder or "nonlethal" damage)
- Stimulative (radiant or pain causing over-stimulization)
- Necrotic (like classic vile damage or negative energy damage but I suppose you could also put acute infections in here)
You then have ones that are a more immediate threat:
- Suffocation (be it drowning or strangulation or anything related to lack of oxygen)
- Circulatory Breakdown (Heart attack/some poisons/even electricity may have an effect here.)
- I suppose you could almost put stimulative here although it is not as fatal as the first two.
These more immediate effects would seem to want to bypass the traditional hit point system: 3e would have handled these as saves.
You then have the more long term effects of starvation, exposure and disease but that as you highlight is slightly different again.
The question then becomes how to apply this? [Tangent ahead so sorry if these additional ideas are not really wanted]
My preference is to have a buffer of points, and a limit for amount of actual wound damage:
- Combat Points that represent a character's skill, capacity to avoid damage or turn a damaging blow into a lesser one, inner strength and resolve, divine guidance or providence, their will to go on, there capacity to perform at their best and such forth.
- Hit Point Limits that represents the total hit points worth of wounds before a character is incapacitated and the total hit points worth of wounds before a character is dead. If a character is hit and they have run out of combat points or if they are critically hit, then this translates to a wound (measured in hit points). If they sustain enough of these wounds then they are incapacitated or dead. For example a character might have an incapacitated limit of 24 and a deceased limit of 35; wounds of 12hp, 3hp and 10hp would incapacitate the character, while a further 13hp wound would kill them. Once they have received individual wounds totalling or exceeding these numbers, the character is either incapacitated or dying.
In terms of application combat points are restored quickly while wounds are healed slowly. In addition, wounds will have a type as mentioned above (slashing, burn, necrotic etc.) This may cause possible penalties, or make healing of these wounds more difficult or require specialised treatment.
You then can circle back around to your original question of resistance to these damage types. Obviously armor has a significant impact on protecting against these (even regular clothing is going to help versus burns etc.). You can then have magical effects that protect not against the damage caused (burns) but the thing dealing the damage (fire, acid etc.). Magic is good at shielding against the direct cause and not so much the effect. I think in play, this translates to good strategy as well. Find out the creature you are up against, and how best to protect yourself against that creature's attack (fire breath, freezing and crushing grip and so on).
So yeah... that's my initial thoughts on the matter.
Best Regards
Herremann the Wise