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*Pathfinder & Starfinder
Damage Types: Developers read post 13
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<blockquote data-quote="Sadrik" data-source="post: 3769305" data-attributes="member: 14506"><p>First of all there should be no untyped damages they should all fall under one of the six groups. Please: Wotc 4e developers read this. </p><p></p><p>Physical damage: weapons/force/earth/acid/falling --> (lethal)</p><p>Stun damage: stun/sonic/air/water/some weapons --> (non-lethal)</p><p>Internal damage: trauma/bleeding/poison/starvation/thirst/suffocation/energy drain --> (con damage)</p><p>Psychic damage: psychic/mental/mind --> (lethal)</p><p>Energy damage: fire/heat/lightning/desert/lava/radiation/sun/positive energy --> (lethal)</p><p>Cold damage: cold/negative energy/arctic/void/outer space --> (lethal)</p><p></p><p>Using these damage types and subtypes should inform on how armor/DR should interact against each damage type. </p><p>Physical damage: Armor/DR should reduce the effectiveness of it. Acid and force damage should be physical because in each one of these cases I can see armor/DR being effective at mitigating the damage. Acid- remember the movie Aliens when they jump in the elevator and they shoot the alien and it sprays acid on him and they have to take the armor off- that armor saved him. Force damage in various editions has this almost mythical super damage type quality- it ignores DR, it hits incorporeal, it is untyped. It should be physical damage and if you want to give force spell effects the ability to affect incorporeal creatures write it in the spell description but please get rid of DR not affecting physical-like objects made briefly out of a magical substance (MM, ring of ram etc)</p><p></p><p>Stun damage: Armor/DR should reduce the effectiveness of it. Stun damage should deal non-lethal damage which would knock someone out rather than kill them. Water and air damage I threw in because they sort of buffers you lightly but doesn't really smash you egregiously. There effects should be more like knock you over, "blown away" etc. Sonic damage should be like a wall slapping you. The best visual example of sonic damage I can think of is when an explosion goes off and there is a big push of air (sonic boom) and blasts people, knocking them back, over etc. Shrapnel kills in the explosion not the blast of air.</p><p></p><p>Internal damage: Ignores armor/DR and should be very difficult to guard against and be a very specific guard. Slow poison, stop bleeding, eat, drink, restoration, etc. Internal damage would primarily be CON damage but STR and DEX damage would also fall under Internal damage. STR damage would represent weakness and fatigue, Dex damage would represent, slowed and paralysis effects (hold person could be limited duration dex damage).</p><p></p><p>Psychic damage: since there are no mental HP in d&d you pretty much should include this as its own damage type. The best way to approach this is the opposite of Internal damage. Such that this could be done as WIS damage which would be like CON damage. But I dont think it works as well because WIS has more roles than just will, sanity and stability. If wisdom's other roles were moved out into the other mental stats this would make perfect sense, alas, it won't happen. So, HP is the next best thing when dealing with psychic damage. Psychic damage type I can see totally combined with the stun damage type, however, stun damage would be reduced by using armor/DR and I dont see psychic damage being reduced. To clearly define- telekinetic damage should be physical damage and telepathic damage should be psychic damage.</p><p></p><p>Energy and cold damage: should be damage types that ignore armor/DR but would have a host of spells that mitigate their effects. Examples protection from energy, protection from cold etc. Also, desert and arctic climates would do damage based on how cold or hot they were. This would also get rid of some of the very strange situations where a creature may have immunity to fire but still take damage from lightning. Last bit here- the concept of the difference between magical fire and non-magical fire should be done away with. Fire should be simply referred to by its magnitude- not hot fire and hot fire, which would equate to low damage and high damage.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3769305, member: 14506"] First of all there should be no untyped damages they should all fall under one of the six groups. Please: Wotc 4e developers read this. Physical damage: weapons/force/earth/acid/falling --> (lethal) Stun damage: stun/sonic/air/water/some weapons --> (non-lethal) Internal damage: trauma/bleeding/poison/starvation/thirst/suffocation/energy drain --> (con damage) Psychic damage: psychic/mental/mind --> (lethal) Energy damage: fire/heat/lightning/desert/lava/radiation/sun/positive energy --> (lethal) Cold damage: cold/negative energy/arctic/void/outer space --> (lethal) Using these damage types and subtypes should inform on how armor/DR should interact against each damage type. Physical damage: Armor/DR should reduce the effectiveness of it. Acid and force damage should be physical because in each one of these cases I can see armor/DR being effective at mitigating the damage. Acid- remember the movie Aliens when they jump in the elevator and they shoot the alien and it sprays acid on him and they have to take the armor off- that armor saved him. Force damage in various editions has this almost mythical super damage type quality- it ignores DR, it hits incorporeal, it is untyped. It should be physical damage and if you want to give force spell effects the ability to affect incorporeal creatures write it in the spell description but please get rid of DR not affecting physical-like objects made briefly out of a magical substance (MM, ring of ram etc) Stun damage: Armor/DR should reduce the effectiveness of it. Stun damage should deal non-lethal damage which would knock someone out rather than kill them. Water and air damage I threw in because they sort of buffers you lightly but doesn't really smash you egregiously. There effects should be more like knock you over, "blown away" etc. Sonic damage should be like a wall slapping you. The best visual example of sonic damage I can think of is when an explosion goes off and there is a big push of air (sonic boom) and blasts people, knocking them back, over etc. Shrapnel kills in the explosion not the blast of air. Internal damage: Ignores armor/DR and should be very difficult to guard against and be a very specific guard. Slow poison, stop bleeding, eat, drink, restoration, etc. Internal damage would primarily be CON damage but STR and DEX damage would also fall under Internal damage. STR damage would represent weakness and fatigue, Dex damage would represent, slowed and paralysis effects (hold person could be limited duration dex damage). Psychic damage: since there are no mental HP in d&d you pretty much should include this as its own damage type. The best way to approach this is the opposite of Internal damage. Such that this could be done as WIS damage which would be like CON damage. But I dont think it works as well because WIS has more roles than just will, sanity and stability. If wisdom's other roles were moved out into the other mental stats this would make perfect sense, alas, it won't happen. So, HP is the next best thing when dealing with psychic damage. Psychic damage type I can see totally combined with the stun damage type, however, stun damage would be reduced by using armor/DR and I dont see psychic damage being reduced. To clearly define- telekinetic damage should be physical damage and telepathic damage should be psychic damage. Energy and cold damage: should be damage types that ignore armor/DR but would have a host of spells that mitigate their effects. Examples protection from energy, protection from cold etc. Also, desert and arctic climates would do damage based on how cold or hot they were. This would also get rid of some of the very strange situations where a creature may have immunity to fire but still take damage from lightning. Last bit here- the concept of the difference between magical fire and non-magical fire should be done away with. Fire should be simply referred to by its magnitude- not hot fire and hot fire, which would equate to low damage and high damage. [/QUOTE]
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