Difference between revisions of "Damage (hit points)"

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'''Damage''' describes the removal of [[Hit Points|hit points]] from a combatant due to [[Combat|hits from weapons]], [[Spellcasting|spells]], the elements, [[Falling|falling]], [[Disease|disease]] or other source (there are many possibilities). When damage occurs, the amount is temporarily struck off the character's present hit points, until such time as these points can be [[Healing|healed]] through magic or [[Rest (healing)|rest]].
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[[File:Damage (hit points).jpg|right|490px|thumb]]
  
Out of game, damage measures the character's nearness to [[Death|death]]; as damage accumulates, the character is driven towards [[Negative Hit Points|negative hit points]], and thereafter to unconsciousness and death.  Sufficiently high amounts of damage may cause a [[Wounds|wound]] or an [[Injuries|injury]].  These last two give clues to the representation of damage "in game" — that it is, for the most part, a ''wearing down'' of the character, through nicks, small cuts, bruising and exhaustion.
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'''Damage''' describes the removal of [[Hit Points|hit points]] (h.p.) from a combatant due to [[Combat|hits from weapons]], [[Spellcasting|spells]], [[Falling|falling]], [[Disease|disease]], [[Natural Abilities|monster abilities]] or other meansThere are many possibilities.
  
When the character is actually wounded, then damage begins to accrue continuouslyUnconsciousness indicates that the character is so tired and hurt that they must succumb.  When an injury occurs, it is because there has been some breaking of the bone, or moderate damage to one of the combatant's organsInjuries cannot indicate severe trauma, as being that the game takes place in pre-Industrial times, that would mean the equivalent of death (-10 or more hit points).
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When damage occurs, that amount is temporarily struck off the character's present h.p., until such time as these points can be [[Healing|healed]] through [[Spellcasting|spellcasting]], [[Magic Item|device]] or [[Rest (healing)|rest]].
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Levelled characters can sustain far more damage than non-levelledThis is due to training, resilience and an indifference to a "hurt."  Things that might disable a more common person are merely shrugged off.
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== Injuries ==
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Sufficient damage acquired in a single blow may cause a [[Wounds|wound]] or result in an [[Injuries|injury]]These additional factors exist to represent the multiple effects of damage, where the loss of hit points aren't merely a "wearing down" of the combatants.
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When an injury occurs, bones have broken or some form of internal rupturing has occurred.  This is a moderate trauma at the worst; in a medieval or post-medieval setting a severe internal trauma would surely lead to infection and death.  It's understood that "injuries" are something the character will come back from.
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== Exhaustion ==
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Damage also measures a character's nearness to [[Death|death]]As damage accumulates, the character is driven towards [[Negative Hit Points|negative hit points]], and thereafter to unconsciousness.  This last indicates when a character has reached a point of maximum exhaustion, without actually dying.
  
Levelled characters can sustain far more damage than non-levelled.  This is considered due to training, resilience and an comparative indifference to a hurt that would severely disable a more common person, but which a levelled character shrugs off.
 
  
<br>
 
 
See Also,<br>
 
See Also,<br>
 
[[Attacking in Combat]]<br>
 
[[Attacking in Combat]]<br>
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[[Combat]]<br>
 
[[Incidental Damage]]<br>
 
[[Incidental Damage]]<br>
[[Necrotic Damage]]<br>
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[[Necrotic Damage]]
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[[Category: Don't Review until 2023]]

Revision as of 23:04, 9 January 2022

Damage (hit points).jpg

Damage describes the removal of hit points (h.p.) from a combatant due to hits from weapons, spells, falling, disease, monster abilities or other means. There are many possibilities.

When damage occurs, that amount is temporarily struck off the character's present h.p., until such time as these points can be healed through spellcasting, device or rest.

Levelled characters can sustain far more damage than non-levelled. This is due to training, resilience and an indifference to a "hurt." Things that might disable a more common person are merely shrugged off.

Injuries

Sufficient damage acquired in a single blow may cause a wound or result in an injury. These additional factors exist to represent the multiple effects of damage, where the loss of hit points aren't merely a "wearing down" of the combatants.

When an injury occurs, bones have broken or some form of internal rupturing has occurred. This is a moderate trauma at the worst; in a medieval or post-medieval setting a severe internal trauma would surely lead to infection and death. It's understood that "injuries" are something the character will come back from.

Exhaustion

Damage also measures a character's nearness to death. As damage accumulates, the character is driven towards negative hit points, and thereafter to unconsciousness. This last indicates when a character has reached a point of maximum exhaustion, without actually dying.


See Also,
Attacking in Combat
Combat
Incidental Damage
Necrotic Damage