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game_systems:combat:damage_overview [2025/05/02 17:45] – created reongame_systems:combat:damage_overview [2025/12/15 06:08] (current) – [Damage] reon
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-======Damage======+===== ARCHIVED Damage =====
  
-[[game_systems:combat:Energy Damage]]+====Damage Types==== 
 + 
 +Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.) 
 + 
 +  * [[game_systems:combat:Energy Damage]] - There are two sub-categories for Energy, Aligned and Elemental. 
 +  * [[game_systems:combat:Physical Damage|Physical Damage]] - The three main types of Physical damage are bludgeoning, piercing, and slashing. 
 + 
 +If your attack succeeds, you **deal damage**. The **type of weapon** used determines the **amount of damage** you deal. 
 + 
 +**Damage** reduces a target’s **current hit points**. 
 + 
 +==== Minimum Damage ==== 
 + 
 +If penalties reduce the damage result to less than 1, a hit still deals **1 point of nonlethal damage**. 
 + 
 +==== Ability Bonus ==== 
 + 
 +Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this. 
 + 
 +  * When you hit with a **melee or thrown weapon**, **add your Strength modifier** to the damage result, by default. 
 + 
 +==== Light Weapon ==== 
 + 
 +  * When you deal damage with a light weapon in your **1/2 your Ability bonus**. 
 +  * If you have a **Strength penalty**, the **entire penalty applies**. 
 + 
 +==== Wielding a Weapon Two-Handed ==== 
 + 
 +  * When wielding a weapon **two-handed**, add **1-1/2 times your Ability bonus** (Strength penalties are **not multiplied**). 
 +  * You **do not** get this higher bonus when using **light weapons** with two hands. 
 + 
 +==== Multiplying Damage ==== 
 + 
 +Sometimes you **multiply damage** (e.g., on a **critical hit**). 
 + 
 +  * **Roll the damage** (with all modifiers) **multiple times** and **total the results**. 
 + 
 +**Note:** When multiplying damage more than once, **each multiplier uses the original, unmultiplied damage**.   
 +For example, **doubling damage twice** results in **three times normal damage**. 
 + 
 +**Exception:** Extra damage **dice** (beyond the weapon’s normal damage) are **never multiplied**. 
 + 
 +==== Ability Damage ==== 
 + 
 +Certain creatures and magical effects can cause **temporary or permanent ability damage** (a reduction to an **ability score**). 
 + 
 +===== Damage Dice Progression ===== 
 + 
 +Damage (That's a lot of damage!) 
 + 
 +==== Damage Dice ==== 
 +{{tablelayout?rowsHeaderSource=Auto&colwidth=""}} 
 +^ Decrease  ^ Base  ^ Increase 
 +| N/A       | 1     | 1d2       | 
 +| 1         | 1d2   | 1d3       | 
 +| 1d2       | 1d3   | 1d4       | 
 +| 1d3       | 1d4   | 1d6       | 
 +| 1d4       | 1d6   | 1d8       | 
 +| 1d6       | 1d8   | 1d10      | 
 +| 1d8       | 1d10  | 2d6       | 
 +| 1d10      | 2d6   | 2d8       | 
 +| 2d6       | 2d8   | 3d6       | 
 +| 2d8       | 3d6   | 3d8       | 
 +| 3d6       | 3d8   | 5d6       | 
 +| 3d8       | 5d6   | 5d8       | 
 +| 5d6       | 5d8   | 7d6       | 
 +| 5d8       | 7d6   | 7d8       | 
 + 
 +===== Object Durability and Damage Rules ===== 
 + 
 +==== Common Armor, Weapon, and Shield Hardness and Hit Points ==== 
 +^ Weapon or Shield ^ Hardness ^ Hit Points ^ 
 +| Light blade | 10 | 2 | 
 +| One-handed blade | 10 | 5 | 
 +| Two-handed blade | 10 | 10 | 
 +| Light metal-hafted weapon | 10 | 10 | 
 +| One-handed metal-hafted weapon | 10 | 20 | 
 +| Light hafted weapon | 5 | 2 | 
 +| One-handed hafted weapon | 5 | 5 | 
 +| Two-handed hafted weapon | 5 | 10 | 
 +| Projectile weapon | 5 | 5 | 
 +| Armor | special⁴ | armor bonus × 5 | 
 +| Buckler | 10 | 5 | 
 +| Light wooden shield | 5 | 7 | 
 +| Heavy wooden shield | 5 | 15 | 
 +| Light steel shield | 10 | 10 | 
 +| Heavy steel shield | 10 | 20 | 
 +| Tower shield | 5 | 20 | 
 + 
 + ⁱ Add +2 Hardness for each +1 enhancement bonus.\\  
 + ² HP values are for Medium-sized items. Divide/multiply for different sizes.\\  
 + ³ Add 10 HP for each +1 enhancement bonus.\\  
 + ⁴ Varies by material; see Substance Hardness and Hit Points.\\  
 + 
 +==== Size and Armor Class of Objects ==== 
 +^ Size ^ AC Modifier ^ 
 +| Colossal | –8 | 
 +| Gargantuan | –4 | 
 +| Huge | –2 | 
 +| Large | –1 | 
 +| Medium | +0 | 
 +| Small | +1 | 
 +| Tiny | +2 | 
 +| Diminutive | +4 | 
 +| Fine | +8 | 
 + 
 +==== Substance Hardness and Hit Points ==== 
 +^ Substance ^ Hardness ^ Hit Points (per inch) ^ 
 +| Glass | 1 | 1 | 
 +| Paper or cloth | 0 | 2 | 
 +| Rope | 0 | 2 | 
 +| Ice | 0 | 3 | 
 +| Leather or hide | 2 | 5 | 
 +| Wood | 5 | 10 | 
 +| Stone | 8 | 15 | 
 +| Iron or steel | 10 | 30 | 
 +| Mithral | 15 | 30 | 
 +| Adamantine | 20 | 40 | 
 + 
 +==== Object Hardness and Hit Points ==== 
 +^ Object ^ Hardness ^ Hit Points ^ Break DC ^ 
 +| Rope (1 in. diameter) | 0 | 2 | 23 | 
 +| Simple wooden door | 5 | 10 | 13 | 
 +| Small chest | 5 | 1 | 17 | 
 +| Good wooden door | 5 | 15 | 18 | 
 +| Treasure chest | 5 | 15 | 23 | 
 +| Strong wooden door | 5 | 20 | 23 | 
 +| Masonry wall (1 ft. thick) | 8 | 90 | 35 | 
 +| Hewn stone (3 ft. thick) | 8 | 540 | 50 | 
 +| Chain | 10 | 5 | 26 | 
 +| Manacles | 10 | 10 | 26 | 
 +| Masterwork manacles | 10 | 10 | 28 | 
 +| Iron door (2 in. thick) | 10 | 60 | 28 | 
 + 
 +==== DCs to Break or Burst Items ==== 
 +^ Strength Check to: ^ DC ^ 
 +| Break down simple door | 13 | 
 +| Break down good door | 18 | 
 +| Break down strong door | 23 | 
 +| Burst rope bonds | 23 | 
 +| Bend iron bars | 24 | 
 +| Break down barred door | 25 | 
 +| Burst chain bonds | 26 | 
 +| Break down iron door | 28 | 
 + 
 +*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply. 
 + 
 +==== Items Affected by Magical Attacks ==== 
 +^ Order ^ Item ^ 
 +| 1st | Shield | 
 +| 2nd | Armor | 
 +| 3rd | Magic helmet, hat, or headband | 
 +| 4th | Item in hand (e.g., weapon, wand) | 
 +| 5th | Magic cloak | 
 +| 6th | Stowed or sheathed weapon | 
 +| 7th | Magic bracers | 
 +| 8th | Magic clothing | 
 +| 9th | Magic jewelry (including rings) | 
 +| 10th | Anything else | 
 + 
 +==== Breaking and Entering ==== 
 +You can smash or break an object with a weapon or sheer strength. 
 + 
 +===== Smashing an Object ===== 
 + 
 +  * Use the **sunder** maneuver with a weapon. 
 +  * Combat maneuver check is opposed by the object’s AC. 
 + 
 +===== Object Armor Class ===== 
 + 
 +  * AC = 10 + size modifier + Dexterity modifier (usually –5) – 2 penalty 
 +  * Full-round aiming: automatic melee hit or +5 to ranged attack 
 + 
 +===== Hardness ===== 
 + 
 +  * Represents how much damage is resisted. 
 +  * Subtract hardness from each damage instance. 
 +  * Only excess damage is subtracted from HP. 
 + 
 +===== Hit Points ===== 
 + 
 +  * Depends on material and size. 
 +  * Damage ≥ 50% HP: broken condition 
 +  * HP = 0: destroyed 
 + 
 +===== Special Rules ===== 
 + 
 +  * **Ineffective Weapons:** Some weapons cannot damage certain objects 
 +  * **Immunities:** Objects are immune to nonlethal damage and most critical hits 
 +  * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP 
 +  * **Vulnerabilities:** Some attacks deal double damage and ignore hardness 
 +  * **Damaged Objects:** Still function (with broken condition) until 0 HP; can be repaired via Craft or spells (e.g., *make whole*, *mending*) 
 + 
 +===== Saving Throws ===== 
 + 
 +  * **Magical Items:** Always allowed; save bonus = 2 + 1/2 caster level 
 +  * **Unattended Non-Magic Items:** No saving throws; always fail 
 +  * **Attended Items:** Use owner's save bonus unless otherwise stated 
 + 
 +===== Animated Objects ===== 
 + 
 +  * Use creature rules for Armor Class 
 + 
 +===== Breaking Items with Strength ===== 
 + 
 +  * Use Strength check (not damage) 
 +  * DC based on construction, not hardness 
 +  * Broken condition lowers DC by 2 
 +  * Size bonuses/penalties: 
 + 
 +  * Fine –16 
 +  * Diminutive –12 
 +  * Tiny –8 
 +  * Small –4 
 +  * Large +8 
 +  * Huge +16 
 +  * Gargantuan +24 
 +  * Colossal +32 
 + 
 +**Tools:** Crowbar or ram improve checks (see Equipment)
  
-[[game_systems:combat:Damage]]