Post by Shen on Apr 9, 2014 23:57:42 GMT -5
Well, working on magic has this issue come up once more. We used to have a loose but annoying 'slight plus a slight bonus = minor' and so on, which I don't think we need. Bonuses, buffs and other effects can be given stat value in the new skill system.
But for DEALING damage, we need to consider how to describe damage. We don't have hit points. Magic spells are going to vary even within the same levels and even then, it's only the potential for harm, as the target may block, dodge and so on. So how about this:
Slight - This injury is a small blow, that will cause next to minimal discomfort and damage.
Minor - A minor injury registers and may cause some pain, but will usually not impair the victim's ability.
Moderate - A solid hit. Moderate damage can cause significant pain and start to impair the victims ability to perform effectively. Damage at this level (and above) is damage that you consciously want to avoid in combat and usually happens when soundly landing an intended blow.
Major - Ouch, that's going to need medical attention. Major damage can hamper your ability to function in a fight, especially if in key areas. Major damage can happen when not accounting for an attack and taking the full force of it.
Aggravated - Aggravated wounds are messy and need medical attention in a short time span. Aggravated wounds mean that a blow has hit something vital or has struck in a way that has broken a bone, or caused serious bleeding. Ignoring aggravated injuries can lead to death.
Critical - A critical blow is one that can kill the victim. An organ has been pierced or the severity of the wound can bring on death quite quickly. If receiving a critical blow, medical attention is needed immediately.
How these factor into enemies of various strengths? Consider how much damage a small enemy might endure, vs say, a dragon. A critical blow on your average adventurer would be trouble. On a goblin, it would smite them immediately. On a dragon, it would take much more to end it.
These terms are intended to be descriptive and to detail the potential for harm only. They are not a rating but rather a reference to understand the power of an attack and the resulting harm.
But for DEALING damage, we need to consider how to describe damage. We don't have hit points. Magic spells are going to vary even within the same levels and even then, it's only the potential for harm, as the target may block, dodge and so on. So how about this:
Slight - This injury is a small blow, that will cause next to minimal discomfort and damage.
Minor - A minor injury registers and may cause some pain, but will usually not impair the victim's ability.
Moderate - A solid hit. Moderate damage can cause significant pain and start to impair the victims ability to perform effectively. Damage at this level (and above) is damage that you consciously want to avoid in combat and usually happens when soundly landing an intended blow.
Major - Ouch, that's going to need medical attention. Major damage can hamper your ability to function in a fight, especially if in key areas. Major damage can happen when not accounting for an attack and taking the full force of it.
Aggravated - Aggravated wounds are messy and need medical attention in a short time span. Aggravated wounds mean that a blow has hit something vital or has struck in a way that has broken a bone, or caused serious bleeding. Ignoring aggravated injuries can lead to death.
Critical - A critical blow is one that can kill the victim. An organ has been pierced or the severity of the wound can bring on death quite quickly. If receiving a critical blow, medical attention is needed immediately.
How these factor into enemies of various strengths? Consider how much damage a small enemy might endure, vs say, a dragon. A critical blow on your average adventurer would be trouble. On a goblin, it would smite them immediately. On a dragon, it would take much more to end it.
These terms are intended to be descriptive and to detail the potential for harm only. They are not a rating but rather a reference to understand the power of an attack and the resulting harm.