History Main / DamageTyping

16th Jan '18 9:33:12 AM Chabal2
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* ''VideoGame/WarcraftIII'' has several types of damage: Normal (usually for melee units), Piercing (usually for ranged attacks), Siege (SiegeEngines and anti-building units), Magic (projectile spells, though not all explicitly magical projectiles use the Magic damage type), Hero (hero units, both melee and ranged), and Chaos (full damage to all armor types, reserved for very high-end enemies and demons). Adjusting them all for CompetitiveBalance causes some very strange things to happen (such as light armor reducing damage from Siege and the Unarmored armor type reducing some damage types, some buildings not having Fortified armor...). MagicImmune units can't even be targeted by Magic damage, while ethereal units can only be hits by spells and Magic damage.
5th Dec '17 4:27:37 PM Luigifan
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* Bruises. This tends to be relatively insignificant damage that heals quickly, like getting punched in the arm by someone with human strength. Taking too much, however, will usually slow you down some way.
* Vital injury. This is the important damage, the stuff that you have to watch for. Getting cut, shot, or hit by something with SuperStrength tend to deal this sort.

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* Bruises. This tends to be relatively insignificant damage that heals quickly, like getting punched in the arm by someone with human strength. Taking too much, however, will usually slow you down in some way.
way (or even knock you out).
* Vital injury. This is the important damage, the stuff that you have to watch for. Getting cut, shot, or hit by something with SuperStrength tend tends to deal this sort.



In general, if there's healing magic or other HealingFactor options, all three types will heal about the same way (though supernatural damage is usually trickier.)

Note that this is more involved that merely having different kinds of defenses for different kinds of damage. A lot of games assign damage to one of several elemental types (physical, fire, frost, etc.), and then apply different defenses against each (physical armor, fire resistance, frost resistance, etc.) -- but once your defenses are subtracted from the damage, your hit points are reduced in a completely identical manner regardless of "damage type." This trope goes beyond this; to qualify for this trope, the injuries themselves must be qualitatively different.

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In general, if there's healing magic or other HealingFactor options, all three types will heal about the same way (though supernatural damage is usually trickier.)

trickier).

Note that this is more involved that than merely having different kinds of defenses for different kinds of damage. A lot of games assign damage to one of several elemental types (physical, fire, frost, etc.), and then apply different defenses against each (physical armor, fire resistance, frost resistance, etc.) -- but once your defenses are subtracted from the damage, your hit points are reduced in a completely identical manner regardless of "damage type." This trope goes beyond this; to qualify for this trope, the injuries themselves must be qualitatively different.



* ''TabletopGame/DungeonsAndDragons'': In addition to normal damage there's "subdual" in [=AD&D=], or "non-lethal" from 3rd Edition. Taking nonlethal damage equal to your current HitPoints would knock you unconscious. In older version 1/4 of punching damage is normal, later one simplified this. Many jokes about how you can punch someone all day without killing them have resulted. (You can also choose to deal lethal damage with a punch, but unless you're a monk or mystic, it's at a penalty; the penalty is irrelevant to an incapacitated target.)

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* ''TabletopGame/DungeonsAndDragons'': In addition to normal damage damage, there's "subdual" in [=AD&D=], or "non-lethal" from 3rd Edition. Taking nonlethal damage equal greater to your current HitPoints would knock you unconscious. (Taking nonlethal damage EQUAL to your hit points leaves you staggered (read: punch-drunk).) In older version versions, 1/4 of punching damage is normal, normal; later one editions simplified this. Many jokes about how you can punch someone all day without killing them have resulted. (You can also choose to deal lethal damage with a punch, but unless you're a monk or mystic, it's at a penalty; the penalty is irrelevant to an incapacitated target.)



*** ''TabletopGame/{{Pathfinder}}'' [[ObviousRulePatch fixes this]] by ruling that after a character's non-lethal damage equals their maximum hit points any further damage is automatically lethal damage.

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*** ''TabletopGame/{{Pathfinder}}'' [[ObviousRulePatch fixes this]] by ruling that after a character's non-lethal damage equals their maximum hit points points, any further damage is automatically lethal damage.
12th Jul '17 6:21:20 AM jormis29
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* Palladium games (such as ''TabletopGame/{{Rifts}}'') have Structural Damage Capacity and Mega-Damage Capacity. One hundred points of SDC is one point of Mega-Damage. Getting hit outside of armor by an MD weapon usually invokes the ChunkySalsaRule.

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* Palladium Creator/PalladiumBooks games (such as ''TabletopGame/{{Rifts}}'') have Structural Damage Capacity and Mega-Damage Capacity. One hundred points of SDC is one point of Mega-Damage. Getting hit outside of armor by an MD weapon usually invokes the ChunkySalsaRule.
27th Feb '17 2:19:00 PM ReaderAt2046
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** Early on in the game's history, there were creatures and effects that gave opponents Poison counters. Get ten Poison counters, and you lose. The mechanic was more or less pointless unless you built your entire deck around shooting for this win condition, and such decks tended to be suboptimal compared to [[WhyDontYouJustShootHim doing damage the old-fashioned way]]. Poison counters were quietly dropped in later editions.

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** Early on in the game's history, there were creatures and effects that gave opponents Poison counters. Get ten Poison counters, and you lose. The mechanic was more or less pointless unless you built your entire deck around shooting for this win condition, and such decks tended to be suboptimal compared to [[WhyDontYouJustShootHim doing damage the old-fashioned way]]. Poison counters were quietly dropped in later editions.became much more effective with the introduction of the "infect" ability, which caused creatures to deal wither damage to other creatures and poison damage to players.
16th Feb '17 3:12:40 PM Kimera128
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***You can be knocked out if you get punched for enough damage, but it's rare to get hit that hard, short of a Knockout Punch (an actual feat chain), and even then the saving throw is easy.
***Martial artists can dish out lethal damage with unarmed attacks, though it's less damage than regular brawling attacks.
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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Added DiffLines:

* 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.
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