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game_systems:combat:combat_stats [2026/04/30 05:28] – [Attack of Opportunity] reongame_systems:combat:combat_stats [2026/04/30 05:39] (current) – [Energy] reon
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 == Acid == == Acid ==
-Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistences reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken.+Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistances reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken. 
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 +Acid damage is highly effective against armor. Instead of reducing the damage dice; increase the damage dice. A d6 would instead become a d8 when affecting a target with any remaining AP (Armor Points)
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 == Fire == == Fire ==
 Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage. Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage.
 +
 +Fire damage is highly ineffective against armor. Instead of increasing the damage dice; decrease the damage dice. A d6 would instead become a d4 when affecting a target with any remaining AP (Armor Points)
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 == Cold == == Cold ==
-Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground imediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be incontact with another solid surface.)+Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground immediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be in contact with another solid surface.)
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 == Sonic == == Sonic ==
-Sonic damage is extremely effective against most objects. Any rigid or crystaline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystaline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps.+Sonic damage is extremely effective against most objects. Any rigid or crystalline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystalline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps
 + 
 +Sonic damage is highly effective against armor. Instead of reducing the damage dice; increase the damage dice. A d6 would instead become a d8 when affecting a target with any remaining AP (Armor Points). The damage is not double unless the armor is unattended.
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 == Unholy == == Unholy ==
-Unholy damage is hate, lothing and evil manifest. Unholy damage allows the user to have it dissapate without dealing damage to Undead, Evil Outsiders and Evil Dragons.+Unholy damage is hate, loathing and evil manifest. Unholy damage allows the user to have it dissipate without dealing damage to Undead, Evil Outsiders and Evil Dragons.
  
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