I am looking for initial responses, general feedback, and any other insights or criticisms. Given the nature of the draft, style is of lesser concern unless people cannot finish the document below. Along with damage, I'll be creating a separate thread on 'combat' that shouldn't be as rough but arguably less complete.
I'll be editing the words below to incorporate changes.
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Damage
10 wound boxes
‘Toughness’ or damage reduction, subtracts from total damage before being applied. If damage is 0 or less then nothing happens.
‘Damage Piercing’, ignores X amount of toughness before being applied.
‘Damage Resistance’
Ignore X amount of Damage before applying toughness
Damage sources
Fire
Electricity
Cold
Acid
Piercing
Slashing
Bludgeoning
Force?
Psychic? Has chance to introduce madness?
Holy/Light/Positive
Unholy/Dark/Negative (Corrupting?)
Chaos (also radiation damage?)
Axiomatic? (should i even bother?)
Generic wounds table:
1 more winded than anything, a light scratch, stubbed toe, heals in 5 minutes rest; lvl 0 healing
2 an ache, tweaked knee, a temporary pain; heals in 1 hour rest; lvl 0 healing
3 light bruising, small puncture; heals 8 hour rest; lvl 1 healing
4 major bruising, moderate laceration; heals 1d6 days rest; -1 penalty; lvl 1 healing
5 torn muscle, minor fracture or sprain; heals 1d6 weeks; -2 penalty; lvl 2 healing
6 multiple fractures, severe laceration; heals 1d6+3 weeks; -2 penalty; lvl 2 healing
7 broken limb*; heals 1d6 months; -3 penalty; lvl 3 healing
8 multiple broken bones; heals 1d6+3 months; -3 penalty; lvl 3 healing
9 severed limb*; never heals or 2d6+3 months; -4 penalty; lvl 4 healing
10 unconscious, possibly dying
These Penalty modifiers do not stack, take the worse one that applies. Special conditions may apply from some damage sources on certain wounds.
All but the most disabling wounds heal with enough time. Magical healing of the appropriate lvl quickly heals even the worst wounds, higher lvl healing spells also heals everything up to it, ie a lvl 3 healing spell heals all wounds up to 8.
Wounds heal sequentially over time, for example someone with 4 wounds who rests for 8 hours first heals 1 wound after 5 minutes of rest, then a second wound after an hour, and finally their third wound after 8 hours of rest. Their 4th wound won’t heal until they complete 1d6 days of rest, but the initial 8 hours can often be counted as the first day of rest, otherwise assume a day of rest is 24 hours of light activity or convalescence.
Rest can include light activity. Rest is also cumulative, so if it takes 5 days for that 4th wound to heal, the person could rest for 3 days, perform strenuous activity, then rest for 2 more days to remove their 4th wound. If a character receives a more severe wound, reset any previous rest clock, ie if during those 2 days of strenuous activity you receive wound 5 or greater, discount the previous 3 days of rest and restart any new rest anew.
The listing of wounds in the table above is descriptive, and different sources of damage would be expected to cause different sorts of wounds.
*Broken/Severed Limbs
Again, the table above is illustrative of the sort of wounds a character has suffered. However whenever a character suffers a wound threshold of 7, 8, or 9, they must make a stress test or suffer an additional devastating loss such as a broken or severed limb.
STRESS TEST
Toughness save?
Dc 10+damage?
You only ever make one stress test per damage done, so if an attack would make you mark off wounds 7,8, and 9, you would only be making a stress test for wound 9.
Typically an arm or leg is affected, for multiple limbs roll 1d3+1, but at the GM discretion other conditions could include a shattered wrist or ankle, a heart attack, severe concussion, spinal injury, ruptured kidney, etc.
A broken limb can still be used, such as to swing a sword, hold a shield, cast a spell, but at an additional -3 penalty (added to whatever current wound penalty they may have) to any relevant checks. An additional stress test must be made or fall unconscious for 1 round.
A severed or broken limb, if it is a leg or foot, reduces movement speed by ½, both legs or feet (for a bipedal) causes character to be prone and crawl at 1 speed. (speed is measured in units of 1 meter) An additional stress test must be made or fall unconscious for 1 round.
Some damage types, such as non-lethal damage, bypasses stress tests. (often at the discretion of the one doing damage)
Less-Lethal (Non-Lethal Damage)
The usual assumption is damage is lethal, however some people may prefer to attempt to deal non-lethal damage.
Whenever less-lethal damage is dealt, never apply stress tests to those wounds, you still fall unconscious at 10 wounds. Less lethal damage beyond 10 wounds will still kill a creature.
The most recent wounds always apply, but less lethal wounds (so mark such wounds to differentiate it) always heal at the rate of 1 per day of rest or less if it applies.
If a character doesn’t possess this ability they may still attempt to deal less-lethal damage at the GMs discretion and with a -1 to -3 penalty to hit.
Occasionally a GM may declare a given combat or damage defacto less-lethal, such as a combat tournament or barroom brawl, but isn’t recommended to be used retroactively or to save a character after an untimely death unless well understood and desired.
Dying
Once a character reaches 10 or more wounds they are unconscious and cannot act. For each additional wound over 10 apply it against their toughness, if it exceeds their toughness the character dies. A negative toughness defaults to 0 for these considerations.
At the beginning of the dying characters turn they take 1 wound. Then take a stress test (DC is total wounds), on success regain consciousness.
If a character takes additional damage besides the automatic gain of 1 wound at the beginning of their turn they must make an additional stress test or fall unconscious if not already.
A dying creature who is conscious may act but is staggered
Toughness
Toughness subtracts from damage before applying the remainder as wounds. Toughness is your total resilience to damage and is determined by a number of factors.
Your base toughness is calculated by adding together your Health Bonus plus your Size Bonus.
Health is calculated by adding together your Str and Spi and dividing by two. Add an additional bonus according to your size from the table below.
Size
Minuscule -6
Fine -4
Diminutive -2
Tiny -1
Small +0
Medium +1
Large +2
Huge +4
Gigantic +6
Colossus +8
Universal Damage Table (excerpt)
