Damage and Resistance: Difference between revisions
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[[Category:Epic Path]] | [[Category:Epic Path]] | ||
= | [[Image:Damage_Types_1.jpg|500px|right|Never doubt that light can kill.]] | ||
<div style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div> | |||
There are two broad categories of damage in Epic Path: physical damage and energy energy. Within these categories, there are numerous specific types, each falling into either a common, uncommon, or rare abundance. | |||
=== | Physical damage is caused by physical things damaging the body. The most common examples are weapon damage, falling damage, claws, or bites. However, less common types of physical damage also exist, such as abrasion damage (such as getting caught in a sand storm), or rot damage. Physical damage can be reduced with Damage Resistance (DR). | ||
:* | Energy damage is most often caused by magic, but can also be caused by damage from the elements, rudiments, or fundaments of the universe. The classic energy damage types include fire, lightning, acid, and the like, but can also include bizarre and esoteric energies, such as necrotic, eldritch, or desiccation damage. Energy damage can be reduced with Energy Resistance (ER). | ||
== Physical Damage == | |||
=== Common Physical Damage Types === | |||
Nearly all weapons, as well as natural attacks, such as a creature's claws, inflict common physical damage. The most frequently encountered "physical, common" damage types are: | |||
* bludgeoning | |||
* crushing | |||
* piercing | |||
* slashing | |||
Other sources of "physical, common" damage exist. In all cases, such damage is resisted with "DR x/common", or "DR x/-". | |||
=== Uncommon Physical Damage Types === | |||
Quite a few natural attacks include some combination of common physical damage types. When combined, they become a harder-to-resist version of physical damage. The most frequently encountered "physical, uncommon" damage types are: | |||
* abrasion | |||
* buffeting | |||
* drilling | |||
* falling | |||
* gnashing | |||
* poison | |||
Other sources of "physical, uncommon" damage exist. In all cases, such damage is resisted with "DR x/uncommon", or "DR x/-". | |||
=== Rare Physical Damage Types === | |||
Rare physical damage is caused by some truly horrific effects, where the very sanctity of the target's corporeal flesh is compromised, often at a molecular level. The most frequently encountered "physical, rare" damage types are: | |||
* disintegration | |||
* flensing | |||
* fracturing | |||
* laceration | |||
* mutilation | |||
* rot | |||
* spindling | |||
Other sources of "physical, rare" damage exist. In all cases, such damage is resisted with "DR x/rare", or "DR x/-". | |||
== Energy Damage == | |||
=== Common Energy Damage Types === | |||
Common sources of energy damage most frequently align with basic elemental forces. As a result, common energy damage is sometimes referred to as "element" damage. The most frequently encountered "energy, common" damage types are: | |||
* acid | |||
* cold | |||
* fire | |||
* lightning | |||
* sonic | |||
Other sources of "energy, common" damage exist. In all cases, such damage is resisted with "ER x/common", or "ER x/-". | |||
=== Uncommon Energy Damage Types === | |||
Uncommon sources of energy damage often originate from forces of a higher order, or more complex than elemental damage. Uncommon energy damage is sometimes referred to as "rudiment" damage. The most frequently encountered "energy, uncommon" damage types are: | |||
* desiccation | |||
* force | |||
* light | |||
* nascent | |||
* necrotic | |||
* negative | |||
* positive | |||
* psychic | |||
* radiant | |||
Other sources of "energy, uncommon" damage exist. In all cases, such damage is resisted with "ER x/uncommon", or "ER x/-". | |||
=== Rare Energy Damage Types === | |||
Rare energy damage is usually caused by extra-dimensional beings of terrible power and uncertain form. These energies rage against the very foundation of the universe, or are the foundational forces to create new universes. Rare energy damage is sometimes referred to as "fundament" damage. The most frequently encountered "energy, rare" damage types are: | |||
* darkfire | |||
* eldritch | |||
* holy | |||
* stellar | |||
* sunlight | |||
* tenebrous | |||
* void | |||
Other sources of "energy, rare" damage exist. In all cases, such damage is resisted with "ER x/rare", or "ER x/-". | |||
== Other Damage Considerations == | |||
The following subjects can be considered 'damage types', but they aren't types of damage in the same way as the types listed above. These are game mechanics which are relevant to ''how'' damage is inflicted, but are different from the ''kinds'' of damage that are inflicted. | |||
{{:Base Weapon Damage}} | {{:Base Weapon Damage}} | ||
{{:Bonus Damage}} | |||
===Critical Damage=== | ===Critical Damage=== | ||
===Illusory Damage=== | |||
Illusions can cause damage, but the type of damage dealt is based on whatever the illusion is pretending to be. That is, an illusion of an ogre swinging a giant club would deal bludgeoning (physical, common) damage, while an illusion of a fire-filled pit would deal fire (energy, common) and falling (physical, uncommon), if someone fell into it. As such, the illusion itself dictates what type of resistance is needed to reduce its effects. | |||
===Massive Damage=== | |||
There is an optional rule in Pathfinder that any monster or PC who deals 50 points of damage or more from a single blow causes 'massive damage' and the struck creature must make a saving throw or die. This rule is not used in Epic Path. | |||
===Mixed Damage Types=== | |||
In any case where an attack or effect inflicts more than one type of damage at the same time, the attack or effect should specify how much of each damage type is inflicted. If it is not specified, the two damage types are split 50/50 across the damage being dealt. Each damage type is resisted individually, as though the creature were hit two separate times. That is, if an attack deals 50 points of damage as a combination of "holy (energy, rare)" and "fire (energy, common)", it really deals 25 points of holy damage, and 25 points of fire damage. The target creature can apply any resistances they have to each damage type. If they have a single resistance that applies to both types, it is applied twice. Continuing our example, if the target creature had ER 10/-, which applies to both common and rare energy types, the creature would only take 15 points of holy and 15 points of fire from this attack, for a total of 30 points of damage. | |||
It is very common for a weapon to be enchanted with a magic property that adds additional energy damage to the weapon's normal damage. A flaming longsword deals 1d8 points of slashing (physical, common) and 2d6 points of fire (energy, common). Just as above, each damage type is resisted individually. | |||
Of course, if a creature has neither ER, nor DR, it's just damage, and they take it all. | |||
{{:Non-Lethal Damage}} | |||
===Precision Damage=== | ===Precision Damage=== | ||
Line 36: | Line 119: | ||
:* Protean (subtype) - 50% chance to ignore precision damage. | :* Protean (subtype) - 50% chance to ignore precision damage. | ||
===Primal Damage=== | |||
Primal damage cannot be reduced by any type of DR or ER or any other damage-reducing ability. Any attack dealing primal damage that hits will always do its full damage to its target. To balance this, Primal damage is rare and fraught with danger. Alchemists can inflict Primal damage at level 35, and there is a weapon property that inflicts primal damage both upon the target of your attacks and the wielder of the weapon, and that is IT. | |||
===Siege Damage=== | |||
Siege damage is damage inflicted by siege weapons, and is distinguished from normal weapon damage in that it is aimed at destroying objects, rather than creatures. In a rare case where siege damage is used successfully against a creature, a single point of Siege Damage is treated as being equal to ten points of hit point damage. Rules for destroying objects, fortifications and structures are covered by the [[Sunder]] combat maneuver, and the [[Breaking Objects]] page. Most siege weapons deal bludgeoning or piercing damage, as specified in their description, but some higher level siege weapons are capable of dealing energy damage instead of, or in addition to, their physical damage. | |||
=== | |||
===Untyped Damage=== | ===Untyped Damage=== | ||
Sometimes no damage type is listed for an attack. In these cases, the type of ability being used, whether extraordinary (Ex), supernatural (Su) or spell-like (Sp), determines which resistance is used to resist it (e.g. DR or ER): | Sometimes no damage type is listed for an attack. In these cases, the type of ability being used, whether extraordinary (Ex), supernatural (Su) or spell-like (Sp), determines which resistance is used to resist it (e.g. DR or ER): | ||
:* '''Extraordinary Abilities (Ex):''' | :* '''Extraordinary Abilities (Ex):''' An extraordinary ability (Ex) that inflicts an unspecified damage type is treated as "physical, common" and can be resisted with "DR x/common", or "DR x/-". If it specifically calls out that the damage dealt is "untyped", it can only be resisted with "DR x/rare", or "DR x/-". | ||
:* '''Supernatural (Su | :* '''Supernatural Abilities (Su):''' A supernatural ability (Su) that inflicts an unspecified damage type is treated as "energy, common" and can be resisted with "ER x/common", or "ER x/-". If it specifically calls out that the damage dealt is "untyped", it can only be resisted with "ER x/rare", or "ER x/-". | ||
:* '''Spell-Like Abilities (Sp):''' A spell-like ability (Su), or any spell, that inflicts an unspecified damage type is treated as "energy, common" and can be resisted with "ER x/common", or "ER x/-". If it specifically calls out that the damage dealt is "untyped", it can only be resisted with "ER x/rare", or "ER x/-". | |||
{{:Damage Resistance}} | |||
{ | {{:Energy Resistance}} | ||