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How many different ways are there to be hurt?
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<blockquote data-quote="Asmor" data-source="post: 5731740" data-attributes="member: 1154"><p>You make a great argument. If nothing else, I like the idea that I could have e.g. golems which are highly resistant to fire but not acid.</p><p></p><p></p><p></p><p>My initial thought is that bludgeoning would cover everything from clubs to sonic attacks to constriction.</p><p></p><p>The only reason I could see for breaking it down would be to have some things that are hard but brittle, like rock, that might be more vulnerable to a "concussive" attack. Getting back to the idea of golems, I could see that working here, but I don't really think it adds quite as much design space as breaking apart acid from fire.</p><p></p><p></p><p></p><p>Depending on the nature of the effect, this could probably be covered by either fire, electric, or 'bad magic'. I could see there being design space here for a good-vs-evil/light-vs-dark kind of paradigm, like the sort D&D has (with healing spells harming undead), but that's not really a theme I want to explore in my RPG.</p><p></p><p></p><p></p><p>Yeah, this is something I'd handle elsewise.</p><p></p><p></p><p></p><p>That's kind of similar to what I'm doing. All human-sized characters in my system have a base of 10 wounds. You can work to improve your number, but it doesn't get much higher; a high-level "meat shield" type might have 15.</p><p></p><p>Damage is divided by your resistance to that damage type to determine how many wounds you lose; so 30 slashing damage would deal 3 wounds against someone with 10 slashing resistance, but only 2 wounds against someone with 11 slashing resistance.</p><p></p><p>There would be some effects which might deal wound point damage directly, bypassing resistances.</p></blockquote><p></p>
[QUOTE="Asmor, post: 5731740, member: 1154"] You make a great argument. If nothing else, I like the idea that I could have e.g. golems which are highly resistant to fire but not acid. My initial thought is that bludgeoning would cover everything from clubs to sonic attacks to constriction. The only reason I could see for breaking it down would be to have some things that are hard but brittle, like rock, that might be more vulnerable to a "concussive" attack. Getting back to the idea of golems, I could see that working here, but I don't really think it adds quite as much design space as breaking apart acid from fire. Depending on the nature of the effect, this could probably be covered by either fire, electric, or 'bad magic'. I could see there being design space here for a good-vs-evil/light-vs-dark kind of paradigm, like the sort D&D has (with healing spells harming undead), but that's not really a theme I want to explore in my RPG. Yeah, this is something I'd handle elsewise. That's kind of similar to what I'm doing. All human-sized characters in my system have a base of 10 wounds. You can work to improve your number, but it doesn't get much higher; a high-level "meat shield" type might have 15. Damage is divided by your resistance to that damage type to determine how many wounds you lose; so 30 slashing damage would deal 3 wounds against someone with 10 slashing resistance, but only 2 wounds against someone with 11 slashing resistance. There would be some effects which might deal wound point damage directly, bypassing resistances. [/QUOTE]
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How many different ways are there to be hurt?
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