History Main / ChunkySalsaRule

19th Aug '16 10:05:43 PM Exxolon
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** If Cthulhu himself appears and there are humans within arms' reach, he eats 1D4 of them ''each round'', with no saving throw of any kind. Yes, that's listed under his combat attributes. You get a roll to survive so long as there are 1d4+ 1 in the party. Technically, Cthulhu does have a damage roll, but he rolls more dice than humans can get hit points.

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** If Cthulhu himself appears and there are humans within arms' reach, he eats 1D4 1D3 of them ''each round'', with no saving throw of any kind. Yes, that's listed under his combat attributes. You get a roll to survive so long as there are 1d4+ 1 1D3+1 in the party. Technically, Cthulhu does have a damage roll, but he rolls more dice than humans can get hit points.
18th Aug '16 7:34:38 AM Nerrin
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* ''TabletopGame/{{Reign}}'', ''TabletopGame/WildTalents'', and other One Roll Engine games use location-based damage. The head has fewer [[HitPoints hit boxes]] than any other location, and obviously filling the hit boxes up with Killing damage will [[ExactlyWhatItSaysOnTheTin kill anyone instantly]]. Fortunately, hitting the head also requires getting a 10 (out of 10) on your success, making it the hardest hit location to consistently reach... in ''Reign''. It's trivially easy in ''Wild Talents'' to make someone who can perform perfect headshots every attack.
13th Aug '16 3:26:45 AM Morgenthaler
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* ''TabletopGame/WarhammerFantasyRoleplay'' and ''DarkHeresy'' has a few instant-kill conditions (mostly involving magic or psychic powers), but they are rare: Because most characters in both settings are very fragile, there is little point to an instant-kill caveat because any attack with a reasonable strength will kill anyway. What they ''do'' have, however, are effects on massive damage on the player characters' bodies. Especially ''Dark Heresy'' (''WHFRP'''s are more random), where any attack in excess of your wounds +10 kills you in a way that ensures at least one exploding body part. A [[OneUp Fate Point]] will save you from any fate no matter how gruesome and cruelly unusual, however.

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* ''TabletopGame/WarhammerFantasyRoleplay'' and ''DarkHeresy'' ''TabletopGame/DarkHeresy'' has a few instant-kill conditions (mostly involving magic or psychic powers), but they are rare: Because most characters in both settings are very fragile, there is little point to an instant-kill caveat because any attack with a reasonable strength will kill anyway. What they ''do'' have, however, are effects on massive damage on the player characters' bodies. Especially ''Dark Heresy'' (''WHFRP'''s are more random), where any attack in excess of your wounds +10 kills you in a way that ensures at least one exploding body part. A [[OneUp Fate Point]] will save you from any fate no matter how gruesome and cruelly unusual, however.
12th Aug '16 1:16:17 PM UmbrellasWereAwesome
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* The ''VideoGame/{{Halo}}'' series has several weapons which have the property of instantly killing an unshielded enemy regardless of health with a headshot (''VideoGame/HaloReach'' refers to these as "AM rated"). Even with 1000% health set in the gametype, a headshot is always lethal. While there is no locational damage to energy shields, any precision weapon capable of depleting shields in one shot will kill even an 100% shielded target with one headshot (unless they're using an overshield or playing a gametype where the "standard" shields are set to stronger than normal).

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* The ''VideoGame/{{Halo}}'' ''Franchise/{{Halo}}'' series has several weapons which have the property of instantly killing an unshielded enemy regardless of health with a headshot (''VideoGame/HaloReach'' refers to these as "AM rated"). Even with 1000% health set in the gametype, a headshot is always lethal. While there is no locational damage to energy shields, any precision weapon capable of depleting shields in one shot will kill even an 100% shielded target with one headshot (unless they're using an overshield or playing a gametype where the "standard" shields are set to stronger than normal).
12th Aug '16 12:35:20 PM UmbrellasWereAwesome
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** ''VideoGame/UnrealTournamentIII'' has a Helmet pickup, which protects the wearer from a single headshot. Since the sniper rifle, the only stock weapon capable of inflicting headshots, does 200 damage or so with a headshot, you're paste if you don't have that helmet. That said, all of the VideoGame/{{Unreal}} games do have the all-over shields (the only armor pickups in [[VideoGame/UnrealTournament2004 UT2003 or UT2004]], special pickups on top of conventional armour in all other games) which absorb damage, including headshots, until depleted.
** ''VideoGame/GearsOfWar 2'' is notable in that the Chunky Salsa Rule comes into effect during matches using Execution rules. In Execution, if an enemy is downed, all further damage inflicted from beyond a certain distance away is negated; you HAVE to get close to them in order to finish them off. There are some exceptions, however: aside from the typical explosives, shooting the victim's head with a pistol or sniping weapon will [[YourHeadAsplode make their head asplode]], finishing them off from any distance.
** In ''VideoGame/PerfectDark'''s story missions, headshots to unshielded enemies (and friendly [=NPCs=]) are always instantly fatal, even if the player has used the game's [[HarderThanHard customizable "Perfect Dark" difficulty setting]] to increase enemies' health to 1000%.
** The ''VideoGame/{{Halo}}'' series has several weapons which have the property of instantly killing an unshielded enemy regardless of health with a headshot (Halo Reach refers to these as "AM rated"). Even with 1000% health set in the gametype, a headshot is always lethal. However, as long as a target is shielded, there is no locational damage and no possibility of an instant kill until the shield is breached. If a headshot would also deplete the shields by virtue of causing enough damage, it will still inflict the instant kill.
*** Assassinations (melee attacks in the back which snap the neck) are instantly lethal regardless of health ''or'' shields. They are so powerful that even a player designated '''invincible''' by the gametype will still die.

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** * ''VideoGame/UnrealTournamentIII'' has a Helmet pickup, which protects the wearer from a single headshot. Since the sniper rifle, the only stock weapon capable of inflicting headshots, does 200 damage or so with a headshot, you're paste if you don't have that helmet. That said, all of the VideoGame/{{Unreal}} games do have the all-over shields (the only armor pickups in [[VideoGame/UnrealTournament2004 UT2003 or UT2004]], special pickups on top of conventional armour in all other games) which absorb damage, including headshots, until depleted.
** * ''VideoGame/GearsOfWar 2'' is notable in that the Chunky Salsa Rule comes into effect during matches using Execution rules. In Execution, if an enemy is downed, all further damage inflicted from beyond a certain distance away is negated; you HAVE to get close to them in order to finish them off. There are some exceptions, however: aside from the typical explosives, shooting the victim's head with a pistol or sniping weapon will [[YourHeadAsplode make their head asplode]], finishing them off from any distance.
** * In ''VideoGame/PerfectDark'''s story missions, headshots to unshielded enemies (and friendly [=NPCs=]) are always instantly fatal, even if the player has used the game's [[HarderThanHard customizable "Perfect Dark" difficulty setting]] to increase enemies' health to 1000%.
** * The ''VideoGame/{{Halo}}'' series has several weapons which have the property of instantly killing an unshielded enemy regardless of health with a headshot (Halo Reach (''VideoGame/HaloReach'' refers to these as "AM rated"). Even with 1000% health set in the gametype, a headshot is always lethal. However, as long as a target is shielded, While there is no locational damage and no possibility to energy shields, any precision weapon capable of an instant depleting shields in one shot will kill until the shield is breached. If a even an 100% shielded target with one headshot would also deplete (unless they're using an overshield or playing a gametype where the "standard" shields by virtue are set to stronger than normal).
** In some
of causing enough damage, it will still inflict the instant kill.
***
campaigns, a few enemy types wear helmets that you have to shoot off first before you can headshot them.
**
Assassinations (melee attacks in the back which snap the neck) are instantly lethal regardless of health ''or'' shields. They are so powerful that even a player designated '''invincible''' by the gametype will still die.
7th Aug '16 10:37:15 AM Morgenthaler
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* ''WarhammerFantasyRoleplay'' and ''DarkHeresy'' has a few instant-kill conditions (mostly involving magic or psychic powers), but they are rare: Because most characters in both settings are very fragile, there is little point to an instant-kill caveat because any attack with a reasonable strength will kill anyway. What they ''do'' have, however, are effects on massive damage on the player characters' bodies. Especially ''DarkHeresy'' (''WHFRP'''s are more random), where any attack in excess of your wounds +10 kills you in a way that ensures at least one exploding body part. A [[OneUp Fate Point]] will save you from any fate no matter how gruesome and cruelly unusual, however.

to:

* ''WarhammerFantasyRoleplay'' ''TabletopGame/WarhammerFantasyRoleplay'' and ''DarkHeresy'' has a few instant-kill conditions (mostly involving magic or psychic powers), but they are rare: Because most characters in both settings are very fragile, there is little point to an instant-kill caveat because any attack with a reasonable strength will kill anyway. What they ''do'' have, however, are effects on massive damage on the player characters' bodies. Especially ''DarkHeresy'' ''Dark Heresy'' (''WHFRP'''s are more random), where any attack in excess of your wounds +10 kills you in a way that ensures at least one exploding body part. A [[OneUp Fate Point]] will save you from any fate no matter how gruesome and cruelly unusual, however.
31st Jul '16 8:31:17 PM ChaoticNovelist
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The Chunky Salsa Rule exists specifically to avoid CriticalExistenceFailure. Compare BoomHeadshot. Please note that this is specifically a gaming trope; non-gaming examples only count if the trope is explicitly referenced or if the work is set in an RPGMechanicsVerse.

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The Chunky Salsa Rule exists specifically to avoid CriticalExistenceFailure. Compare BoomHeadshot. Please note that this is specifically a gaming trope; non-gaming examples only count if the trope is explicitly referenced or if the work is set in an RPGMechanicsVerse. For situations that sound like this in other genres, see RemovingTheHeadOrDestroyingTheBrain or DecapitationRequired.
31st Jul '16 8:25:21 PM ChaoticNovelist
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An exception to the HitPoints system common to virtually all role playing games, in that massive head trauma is automatically lethal to a character regardless of the number of hit points they have. This is a fairly common house rule in many TabletopGames groups, but a few systems have it explicitly built in, particularly those on the cynical side of the SlidingScaleOfIdealismVersusCynicism.

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An exception to the HitPoints system common to virtually all role playing games, in that massive head trauma is automatically lethal to a character regardless of the number of hit points they have. This is a fairly common house rule in many TabletopGames groups, but a few systems have it explicitly built in, particularly those on the cynical side of the SlidingScaleOfIdealismVersusCynicism.
favoring realism.



* TropeNamer: ''TabletopGame/{{Shadowrun}}'' has a rule ''named'' "the chunky salsa effect", although it deals with the effect of explosives in enclosed spaces, rather than massive head trauma. The end results are, of course, similar. Note, though, that the "chunky salsa effect" is actually named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's left inside the tank afterward resembles... yeah.

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* TropeNamer: ''TabletopGame/{{Shadowrun}}'' has a rule ''named'' "the chunky salsa effect", although it deals with the effect of explosives in enclosed spaces, rather than massive head trauma. The end results are, of course, similar. Note, though, that the "chunky salsa effect" is actually named after a WWI/WWII tactic in which fragmentation or concussive grenades would be [[InsertGrenadeHere thrown into a tank]]. The armor of the tank causes the force or shrapnel to "rebound" within the chamber, drastically increasing the effectiveness of the grenade. What's left inside the tank afterward resembles... yeah.chunky salsa.



*** And now there's a grenade that uses the force wave mechanic classified as a [[BlatantLies nonlethal weapon]], it releases a force wave that does stun damage that reflects off of a surface 10ft away or less with diminishing returns reducing the distance of the next reflection but NOT damage. One going off in a small space 5ft or less space is so high that nothing that fits in those spaces can reasonably survive. They renamed this grenade a flashbang. [[HilarityEnsues Yes, really.]]

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*** And now there's ***There's a grenade that uses the force wave mechanic classified as a [[BlatantLies nonlethal weapon]], it releases a force wave that does stun damage that reflects off of a surface 10ft away or less with diminishing returns reducing the distance of the next reflection but NOT damage. One going off in a small space 5ft or less space is so high that nothing that fits in those spaces can reasonably survive. They renamed this grenade a flashbang. [[HilarityEnsues Yes, really.]]
25th Jul '16 2:31:16 PM Chazz
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** There was some confusion as to the rules involving ship-to-ship weapons introduced in ''TabletopGame/RogueTrader'', namely the fact that a broadside of macrocannons (whose individual shells are larger than most people) did the same damage of a good-quality lasgun, 1d10+3. The joke was that someone could "lean out an airlock with a heavy bolter" and out-shoot the capital ships. This was actually explained in the core book and expanded on in supplementary materials as simply being relative, and that ''individual shells'' hit with the force of hundreds of tons of TNT, with the lance strikes putting modern tactical nukes to the test, and Nova Bombs introducing the Chunky Salsa rule to void ships over a kilometer long.

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** There was some confusion as to the rules involving ship-to-ship weapons introduced in ''TabletopGame/RogueTrader'', namely the fact that a broadside of macrocannons (whose individual shells are larger than most people) did the same damage of a good-quality lasgun, 1d10+3. The joke was that someone could "lean out an airlock with a heavy bolter" and out-shoot the capital ships. This was actually explained in the core book and expanded on in supplementary materials as simply being relative, and that ''individual shells'' hit with the force of hundreds of tons of TNT, with the lance strikes putting modern tactical nukes to the test, so anyone caught directly in the blast (rather than behind several dozen layers of bulkheads) would simply cease to exist, not even an attempt to roll in any way, and Nova Bombs introducing burning a fate point basically resulted in literal divine intervention. If the Chunky Salsa rule to void ships over a kilometer long.GM was feeling kind.
25th Jul '16 2:29:17 PM Chazz
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** There was some confusion as to the rules involving ship-to-ship weapons introduced in ''TabletopGame/RogueTrader'', namely the fact that a broadside of macrocannons (whose individual shells are larger than most people) did the same damage of a good-quality lasgun, 1d10+3. The joke was that someone could "lean out an airlock with a heavy bolter" and out-shoot the capital ships. This was actually explained in the core book and expanded on in supplementary materials as simply being relative, and that ''individual shells'' hit with the force of hundreds of tons of TNT, with the lance strikes putting modern tactical nukes to the test, and Nova Bombs introducing the Chunky Salsa rule to void ships over a kilometer long.
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