History Main / DamageTyping

24th Oct '16 4:52:05 PM Pysiewicz
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* PlayedWith in ''TabletopGame/TheWitcherGameOfImagination''. Damage itself is just damage, regardless what caused it. But during hit rolls, there are two main groups of defences with three subgroups in each: physical (hand-to-hand, weapons and projectiles) and magical (witchers' signs, magic and prayers).

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* PlayedWith in ''TabletopGame/TheWitcherGameOfImagination''. Damage itself is just damage, regardless what caused it. But during hit rolls, there are two main groups of defences with three subgroups in each: physical (hand-to-hand, weapons and projectiles) and magical (witchers' signs, magic and prayers). Also, healing from Wounded (less than half of total [[HitPoints Vitality]]) takes few days under medical care. Healing from Dying (less than quarter) requires quick help and then few weeks under care to reach Wounded first.
24th Oct '16 4:41:25 PM Pysiewicz
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* PlayedWith in ''TabletopGame/TheWitcherGameOfImagination''. Damage itself is just damage, regardless what caused it. But during hit rolls, there are two main groups of defences with three subgroups in each: physical (hand-to-hand, weapons and projectiles) and magical (witchers' signs, magic and prayers).
30th Jul '16 10:57:27 AM nombretomado
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** ''D20Modern'' modifies the rules for nonlethal damage; essentially, unarmed combatants can duke it out all day without inflicting a single point of damage. It's not until someone brings in a weapon of some sort that damage is actually recorded. The rules justify it as characters that are involved in fighting can continue fighting on heroic willpower and adrenaline as long as you're only talking about fists and feet. It's not until a weapon is used that the intent to seriously injure or kill becomes available. Basically, you have to up the ante from a fistfight to end it.

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** ''D20Modern'' ''TabletopGame/D20Modern'' modifies the rules for nonlethal damage; essentially, unarmed combatants can duke it out all day without inflicting a single point of damage. It's not until someone brings in a weapon of some sort that damage is actually recorded. The rules justify it as characters that are involved in fighting can continue fighting on heroic willpower and adrenaline as long as you're only talking about fists and feet. It's not until a weapon is used that the intent to seriously injure or kill becomes available. Basically, you have to up the ante from a fistfight to end it.
2nd May '16 8:14:10 PM Antigone3
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** Hero also has separate damage types, as well, in Normal and Killing. Normal damage tends to do plenty of Stun but only average Body, and Killing Damage does lots of Body and either very little or quite a bit of Stun. Killing damage also bypasses normal defenses, unless those defenses have been made "resistant" to killing damage; this represents the idea that a prizefighter can be tough enough to take many hard punches, but is just as vulnerable as everybody else to a knife or a bullet. However, once the Stun and Body from either of these types of damage are subtracted from the target's Stun pips and Body pips, the resulting injuries are treated identically.

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** Hero also has separate damage types, as well, in Normal and Killing. Normal damage tends to do plenty of Stun but only average Body, and Killing Damage does lots of Body and either very little or quite a bit of Stun. Stun -- known to many players as the "Stun Lotto". [[note]]Sixth edition Hero slashed the Stun multiplier for Killing Attacks specifically to make these attacks better at killing an opponent than knocking an opponent out. Under earlier editions, some players used Killing Attacks in hopes that the "Stun Lotto" would give them a huge amount of Stun damage and [=KO=] their opponent, but didn't want to kill him.[[/note]] Killing damage also bypasses normal defenses, unless those defenses have been made "resistant" to killing damage; this represents the idea that a prizefighter can be tough enough to take many hard punches, but is just as vulnerable as everybody else to a knife or a bullet. However, once the Stun and Body from either of these types of damage are subtracted from the target's Stun pips and Body pips, the resulting injuries are treated identically.
13th Mar '16 4:53:48 PM dvorak
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* ''VideoGame/GuildOfDungeoneering'' has physical, magical, self-inflicted, and untyped damage. "Frail" enemies take extra physical injury, and "Mundane"enemies take extra magic damage. Untyped damage is very rare, and nothing is vulnerable to it, but it always hits. Self-Inflicted is likewise without vulnerable enemies and always hits; it is the NescessaryDrawback for the powerful physical attacks of the "Irritable" family.

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* ''VideoGame/GuildOfDungeoneering'' has physical, magical, self-inflicted, and untyped damage. "Frail" enemies take extra physical injury, and "Mundane"enemies take extra magic damage. Untyped damage is very rare, and nothing is vulnerable to it, but it always hits. Self-Inflicted is likewise without vulnerable enemies and always hits; it is the NescessaryDrawback NecessaryDrawback for the powerful physical attacks of the "Irritable" family.
13th Mar '16 4:53:22 PM dvorak
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----

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* ''VideoGame/GuildOfDungeoneering'' has physical, magical, self-inflicted, and untyped damage. "Frail" enemies take extra physical injury, and "Mundane"enemies take extra magic damage. Untyped damage is very rare, and nothing is vulnerable to it, but it always hits. Self-Inflicted is likewise without vulnerable enemies and always hits; it is the NescessaryDrawback for the powerful physical attacks of the "Irritable" family.
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24th Jan '16 10:38:17 PM Adannor
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* In ''TabletopGame/MutantsAndMasterminds'' (1e/2e), a system without HP, where damage is dealt by rolling to have their natural toughness, or armor or forcefeild of some sort save them from damage, there were two different charts for damage Lethal and Nonlethal, giving a penalty to the roll for each failed throw, untill they fail by enough, where more serious penalties are inflicted. Depending on the edition, 1e had entirely different types of damage decided on when the power was taken, and certain damage was forced to be lethal or not. in 2e any power could do any damage (Though a smart DM would question the Player on how they intend to merely incapacitate the foe with a 1000 degree Nova Blast), but either way, Nonlethal damage could only apply penalty to nonlethal damage saving throws, and could, at max, knock out the foe, where Lethal damage would deal a penalty to both nonlethal and lethal saving throws, and could make the foe [[MostlyDead dying]].
** 3e dropped this, so getting shot through the chest is the same as being punched by Batman. In fact Maxed out power-attacking Batman can hit harder than any weapon, apart from a direct shot from a rocket launcher, and there's no distinction in damage.

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* In ''TabletopGame/MutantsAndMasterminds'' (1e/2e), a ''TabletopGame/MutantsAndMasterminds'', has incorporated difference in types in several ways. Generally the system without does not have HP, where you roll your Toughness against damage is dealt by rolling and failing the roll accumulates penalties to have their natural toughness, or armor or forcefeild of some sort save them from damage, further rolls.
** In first two editions,
there were two different charts for damage Lethal and Nonlethal, giving a penalty to the roll for each failed throw, untill they fail by enough, where more serious penalties are inflicted. Depending on the edition, Nonlethal. 1e had entirely different types of damage decided on when the power was taken, and certain damage was forced to be lethal or not. not, while in 2e any power could do any damage (Though a smart DM would question the Player on how they intend to merely incapacitate the foe with a 1000 degree Nova Blast), but damage. But either way, Nonlethal damage could only apply penalty to nonlethal damage saving throws, and could, at max, worst, knock out the foe, where Lethal damage would deal a penalty to both nonlethal and lethal saving throws, and could make put the foe [[MostlyDead dying]].into dying state.
** 3e dropped this, so getting shot through the chest difference, with anybody able to deal lethal or non lethal at will, with no separation of penalties. Default setting tone presumes that all damage is the same as being punched by Batman. In fact Maxed out power-attacking Batman can hit harder than any weapon, apart from a direct shot from a rocket launcher, and there's no distinction in damage.nonlethal.
15th Nov '15 12:13:05 PM ironcommando
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* The classic ''VideoGame/{{Fallout}}'' games use several damage types: Normal, Laser, Fire, Plasma, Electrical, Explosive, and EMP. Every armour has separate DamageReduction stats for each type, though Electrical and EMP aren't displayed. ''Fallout 3'' does away with all this and just uses a single "damage" stat.

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* The classic ''VideoGame/{{Fallout}}'' games use several damage types: Normal, Laser, Fire, Plasma, Electrical, Explosive, and EMP. Every armour has separate DamageReduction stats for each type, though Electrical and EMP aren't displayed. ''Fallout 3'' does away with all this and just uses a single "damage" stat. In ''Fallout 4'', damage is once again separated- into Physical, Energy, Poison and Radiation, with separate DamageReduction stats, but Radiation damage works differently from the other three- it causes MaximumHPReduction.
24th Jul '15 4:46:29 PM nombretomado
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* Starting in ''MetalGearSolid2'' all the games in the series have separate stamina (or "psyche") and health bars. Either one being emptied will lead to a game over, but you can usually get a bonus of some sort by knocking bosses out rather than killing them ([[TheGuardsMustBeCrazy plus knocked out guards won't lead to an alert being started if their bodies are found]], though they will elevate their alert level).

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* Starting in ''MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' all the games in the series have separate stamina (or "psyche") and health bars. Either one being emptied will lead to a game over, but you can usually get a bonus of some sort by knocking bosses out rather than killing them ([[TheGuardsMustBeCrazy plus knocked out guards won't lead to an alert being started if their bodies are found]], though they will elevate their alert level).
25th Jun '15 1:27:41 PM TheGoodDoctor
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* In ''TabletopGame/PsionicsTheNextStageInHumanEvolution'' damage is divided into melee, ranged, heat, lethal, and nonlethal subtypes.
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