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wiki:damage [2019/03/03 18:50]
caleymccready [Bloodied condition]
wiki:damage [2022/08/25 22:10] (current)
caleymccready
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 ======= Damage ======= ======= Damage =======
 ===[rules]=== ===[rules]===
 +~~TOC~~
 \\ \\
 ==== Hit and damage ==== ==== Hit and damage ====
-~~TOC~~+
 When an attack is made, you first determine if the attack hit. The attacker uses their offensive formula pitted against the defensive formula of the defender. You roll any dice in your formula and for each dice that came up as a "​4",​ "​5",​ or "​6",​ add one to your score. If the attacker'​s formula matches or exceeds the defender'​s formula, then the attack hits. The attacker then rolls their Damage formula, summing the value of each dice, and the damage is applied to the target When an attack is made, you first determine if the attack hit. The attacker uses their offensive formula pitted against the defensive formula of the defender. You roll any dice in your formula and for each dice that came up as a "​4",​ "​5",​ or "​6",​ add one to your score. If the attacker'​s formula matches or exceeds the defender'​s formula, then the attack hits. The attacker then rolls their Damage formula, summing the value of each dice, and the damage is applied to the target
  
 \\ \\
 +<​html>​
 + <a href="​https://​elementald6.com/​lib/​exe/​fetch.php?​media=wiki:​desimancer_lightning.png">​
 +  <img src='/​lib/​exe/​fetch.php?​media=wiki:​desimancer_lightning.png' ​
 +  style='​margin:​10px 0px 20px 20px; border-radius:​6px;​ max-width: 45%;' align="​right" ​
 +  alt="​Human desimancer emanates an aura of electricity"/></​a>​
 +</​html>​
 ====Damage types==== ====Damage types====
  
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 Critical rolls: ​ Critical rolls: ​
   * Automatically hit   * Automatically hit
-  * Grant [[combat#​advantage]] on the damage ​roll +  * Grant [[combat#​advantage]] on the damage ​formula 
-  * All dice in the resulting ​damage ​roll are [[exploding dice]] +  * Double ​the non-dice portion of your damage ​formula 
-  * condition ​is applied ​to the target(s) according to the damage type, as seen in the table below+  * Convert all die to [[exploding dice]] 
 +  * You may re-roll all damage dice that roll a 1 
 +  * Apply a condition to the target(s) according to the damage type, as seen in the table below
  
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 |Piercing|Target is [[conditions#​bleeding]] until they receive healing| |Piercing|Target is [[conditions#​bleeding]] until they receive healing|
  
 +\\ 
 +==== Critical failures ==== 
 +  * Any roll where every die rolls a 1 is a critical failure 
 +  * Critical failures always miss, and have other negative effects determined by the GM 
 +  * Critical failures on rolls of 6 dice or higher have catastrophic effects
  
 \\ \\
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 \\ \\
-==== Bloodied ​condition ==== +==== bloodied ​condition ==== 
-Whenver a creature has less than one third of their total hit points, they have [[combat#​disadvantage]] on all rolls. This condition is visibly obvious, ​even if the damage is non lethal+Whenver a creature has less than one third of their total hit points, they have [[combat#​disadvantage]] on all rolls. This applies ​even if the damage is non-lethal, This condition is always visibly obvious
  
 \\ \\
-===== Healing ​===== +\\ 
 +<​html>​ 
 + <a href="​https://​elementald6.com/​lib/​exe/​fetch.php?​media=wiki:​damage_healer.png">​ 
 +  <img src='/​lib/​exe/​fetch.php?​media=wiki:​damage_healer.png'​  
 +  style='​margin:​10px 0px 20px 20px; border-radius:​6px;​ max-width: 45%;' align="​right"​  
 +  alt="​Human waterbender healer creating a sphere of healing waters"/></​a>​ 
 +</​html>​ 
 +==== Healing ​====
 When a creature is harmed, you can use your ki energy to heal them. Hydromancers and Pyromancers can learn these abilities which allow them to use heal another creature or themselves When a creature is harmed, you can use your ki energy to heal them. Hydromancers and Pyromancers can learn these abilities which allow them to use heal another creature or themselves
  
-If a creature is suffering from a disease or from the effects of a poison, see the [[Medicine]] skill +  * If a creature is suffering from a disease or from the effects of a poison, see the [[Medicine]] skill 
- +  ​* ​Wounds are caused by attacks that deal bludgeoning,​ piercing, slashing, electricity,​ or burning damage 
-Wounds are caused by attacks that deal bludgeoning,​ piercing, slashing, electricity,​ or burning damage +  ​* ​To heal wounds, use the healing formula of your talent. The resulting number is applied to the target creature as restored hit points 
- +  ​* ​If the creature was suffering negative effects from their wounds, such as [[conditions#​bleeding]],​ the effects are removed 
-To heal wounds, use the healing formula of your talent. The resulting number is applied to the target creature as restored hit points +  ​* ​Non lethal damage is also healed, after lethal damage
- +
-If the creature was suffering negative effects from their wounds, such as [[conditions#​bleeding]],​ the effects are removed +
- +
-Non lethal damage is also healed, after lethal damage +
  
 \\ \\
-===== Hit points ​=====+\\ 
 +==== Hit points ====
  
 Each creature has hit points, which represent its ability to withstand [[damage|damaging]] attacks. When a creature is the victim of an attack that deals damage, that damage is subtracted from the creatures current hit points Each creature has hit points, which represent its ability to withstand [[damage|damaging]] attacks. When a creature is the victim of an attack that deals damage, that damage is subtracted from the creatures current hit points
  
 **Calculating Hit Points**\\ **Calculating Hit Points**\\
-  - At level one, roll your [[races of the galaxy|race's]] **Hit Point Formula** ​+  - At level one, roll your [[species ​of the galaxy|species']] **Hit Point Formula** ​
   - Additionally,​ at level one, you receive a bonus 6d6 hit points   - Additionally,​ at level one, you receive a bonus 6d6 hit points
-  - After level one, each time you level up, roll your [[races of the galaxy|race's]] **Hit Point Formula** ​+  - After level one, each time you level up, roll your [[species ​of the galaxy|species']] **Hit Point Formula** ​
   - After level twelve, you no longer gain new hit points when you level up   - After level twelve, you no longer gain new hit points when you level up
  
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-===== Death =====+<​html>​ 
 + <a href="​https://​elementald6.com/​lib/​exe/​fetch.php?​media=wiki:​damage_death.png">​ 
 +  <img src='/​lib/​exe/​fetch.php?​media=wiki:​damage_death.png'​  
 +  style='​margin:​10px 0px 20px 20px; border-radius:​6px;​ max-width: 45%;' align="​right"​  
 +  alt="a silhouette walks under a dark storm"/></​a>​ 
 +</​html>​ 
 +==== death ====
 When a creature'​s current hit point total falls below zero, that creature is [[conditions#​dying]]. They can take no actions, though they are conscious and may have limited ability to speak When a creature'​s current hit point total falls below zero, that creature is [[conditions#​dying]]. They can take no actions, though they are conscious and may have limited ability to speak
   * The GM secretly rolls 2d6 to determine the number of segments before the creature dies. If the creature receives enough healing to put its current hit point total above zero before these segements expire, the creature is no longer dying and regains consciousness. Otherwise, the creature dies   * The GM secretly rolls 2d6 to determine the number of segments before the creature dies. If the creature receives enough healing to put its current hit point total above zero before these segements expire, the creature is no longer dying and regains consciousness. Otherwise, the creature dies
wiki/damage.1551657017.txt.gz · Last modified: 2019/03/03 18:50 by caleymccready