| author | fabien |
| Sat, 21 Apr 2007 22:31:41 -0400 | |
| branch | ecjdr |
| changeset 94 | fb43a4f8be79 |
| parent 92 | bdef1afd1170 |
| permissions | -rw-r--r-- |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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RPGnet <http://www.rpg.net> |
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<http://www.rpg.net/slib/ads/forward-ad.php?nextURL=http://www.drivethrurpg.com/catalog/index.php&imageURL=http://graphics.drivethrurpg.com/images/dtrpgbanner728x90.gif> |
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Reviews <http://www.rpg.net/reviews/> Forums <http://forum.rpg.net> |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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News & Press <http://www.rpg.net/news+reviews/press.phtml> Columns & |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Info <http://www.rpg.net/columns/index.phtml> RPG Wiki |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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<http://wiki.rpg.net> RPG Shop <http://shop.rpg.net> |
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<http://www.rpg.net/members/> |
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The Impossible Dream |
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#7: Assessing Damage |
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*by Hunter Logan* |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Jun 19,2003 |
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Last installment, I claimed this installment would be about play |
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samples. I changed my mind. I think people who read this column know |
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that play samples are scripts of a play session and that play samples |
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are good for demonstrating how a game works. Going on about that for a |
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whole installment seems like overkill, so let me sum up: Use play |
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samples because they're good and helpful. Now, on to something |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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infinitely more interesting: Assessing damage in game terms. |
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Practical Considerations |
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A designer has at least four practical considerations that should |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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underlie decisions about damage in a game system. |
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* *Complexity:* The number of steps and the difficulty of completing |
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those steps, elements that Brian Gleichman calls /Complexity of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Implementation/. As a designer, you can make the means for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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handling damage as simple or complex as you like. |
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* *Lethality:* The amount of punishment a character can take before |
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falling out of action. In a very lethal implementation, players |
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might actually avoid combat because of the real threat to a |
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character's life. In a less lethal implementation, players might |
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want to fight a lot, especially if fighting is rewarded. |
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* *Realism:* The true-to-life aspects of damage in the game. A |
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realistic implementation will bring results that approximate what |
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would happen in the real world. In that respect, greater realism |
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brings increased lethality. Yet, I maintain that producing truly |
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realistic results is extremely difficult. The best a designer can |
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do is to produce consistent, believable results. |
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* *Satisfaction:* The player's satisfaction with the methods and |
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results for handling damage. Satisfaction is an intangible result |
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and not strictly limited to issues of damage assessment. |
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Damage and Play Flow |
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Like any other aspect of an rpg, the rules and mechanical processes for |
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handling damage can be expressed through play flow. A lot of this |
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overlaps with rules for combat, but I've decided not to approach combat |
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as a subset of game rules for two reasons. First, I think most people |
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have their own ideas about how combat should run. I don't really know |
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what I could add to that. Second, combat is not the only time characters |
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give or receive damage. So, I want to concentrate on the ways and means |
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for assessing damage. Here is an example: |
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* *Event:* A character is faced with an otherworldly horror, a |
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creature so bizarre and disgusting that no words could express the |
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reality of seeing it. |
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* *Decision:* The player doesn't want his character looking at any |
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horrific monstrosities. He declares, "I try to get the hell out of |
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there as fast as I can, and without looking at that /thing/!" |
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* *Resolution:* |
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o *Device (unopposed):* The GM has the player roll dice to see |
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whether or not the character looked directly at the monster |
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while the GM rolls dice to see if the monster looked |
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directly at the character. |
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o *Evaluation:* The player rolls poorly while the GM rolls |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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pretty well. The monster and the character look at each other. |
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o *Device (opposed):* Looking into the face of such a monster |
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can cause a person to go insane. Thus, the player must roll |
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against the monster's effect to avoid psychological damage. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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This is an opposed die roll. |
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o *Evaluation:* The player rolls against the GM and the |
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monster wins. The GM determines that the character takes 9 |
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points of /Horror/ against his /Stability/ attribute. The |
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character runs off in a panic, screaming the whole way. |
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Two Specific Issues |
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I want to address two specific issues related to damage: Armor and the |
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death spiral. |
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*Armor:* Designers decide how armor will protect a character. I have |
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seen three common methods for treating armor. The methods can be |
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combined as desired. |
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* *Makes the target harder to hit:* This idea causes consternation |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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for some people, because good armor is heavy and wearing heavy |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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armor should make a person easier to hit. Yet, good armor should |
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make it harder for opponents to injure the person wearing it. So, |
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making the character harder to hit as a result of wearing armor is |
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one way to abstract the entire relationship. The trouble is, a |
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miss might not really mean an opponent missed. It might just mean |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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an opponent's blow bounced off the character's armor. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Reduces the damage inflicted:* This idea seems to make people |
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107 |
happy. This way, good armor can be heavy. It can even make the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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108 |
person wearing the armor an easy target, but the armor will absorb |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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109 |
some (if not all) incoming damage. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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110 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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111 |
* *Absorbs damage until destroyed:* This idea always struck me as |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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112 |
being very strange. Armor should be destructible. It's just that |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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113 |
most designers who treat armor this way fix it so that the armor |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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114 |
takes /all/ the damage until it's /completely destroyed/. Then, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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115 |
its value as protection is completely gone. I think it's better to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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116 |
treat the armor as a means for reducing damage; but after so many |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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117 |
hits, the armor becomes less effective. Eventually, the armor will |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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118 |
need repair or it will wear away to nothing. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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119 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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120 |
*The Death Spiral:* Each time a character takes damage, the character |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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121 |
becomes weaker and easier to kill. Death spirals are often enforced with |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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122 |
loss of character ability and penalties to the die roll. As a designer, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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123 |
you have to decide for yourself whether or not a death spiral is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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124 |
appropriate for your game. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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125 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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126 |
The Deal with Damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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127 |
Damage is a universal phenomenon in rpgs. Most every game has rules for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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128 |
hurting PCs, smashing monsters, and destroying stuff. The means for |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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129 |
doing that are part of the game's rules. The best way to figure things |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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130 |
out is to answer questions. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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131 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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132 |
* What sort of damage will the players have to track? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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133 |
* How is damage inflicted? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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134 |
* How is damage quantified? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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135 |
* What effect does damage have on the recipient? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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136 |
* How is damage avoided or reduced? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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137 |
* How is damage repaired? |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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138 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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139 |
Damage Types |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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140 |
Not all damage is the same. The sword slash that hurts the body is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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141 |
different from the bad news that damages the psyche or the blast of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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142 |
ghostly energy that pierces the character's very soul. In the end, I |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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143 |
think designers choose from four types of damage: |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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144 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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145 |
* *Physical harm* is simply damage to the character's body. This |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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146 |
happens when a character is shot, stabbed, smashed with heavy |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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147 |
objects. This may result in bruises, contusions, broken bones, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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148 |
assorted internal injuries and a whole lot of pain. Physical harm |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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149 |
is by far the most common sort of damage in rpgs. It may affect |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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150 |
the character's ability to do things. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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151 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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152 |
* *Psychological harm* is damage to the character's psyche. This is |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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153 |
practically guaranteed to any character in a /Call of Cthulhu/ |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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154 |
game. This may cause the character to lose his grip on reality or |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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155 |
just go insane. Psychological harm is less common than physical |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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156 |
harm, but it shows up in a surprising number of rpgs. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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157 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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158 |
* *Spiritual harm* is damage to the character's very essence, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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159 |
spirit, soul, or whatever. This most often happens to characters |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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160 |
that leave their bodies behind and project themselves into other |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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161 |
dimensions; but certain monsters in various games are capable of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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162 |
bypassing the body to inflict direct spiritual harm. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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163 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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164 |
* *Material loss* is damage to or loss of a character's stuff. This |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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165 |
happens whenever a weapon breaks, a crash trashes a vehicle, or a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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166 |
character loses the use of any piece of equipment. Players like to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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167 |
give their characters toys, and sometimes those toys get broken. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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168 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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169 |
Means of Inflicting Damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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170 |
There are plenty of ways to inflict damage, but most of them fit in four |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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171 |
categories. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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172 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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173 |
* *Weapons* include fists, feet, and any sort of tool or device |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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174 |
intended to kill people and blow stuff up. These are a primary |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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175 |
means of inflicting damage in many games. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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176 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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177 |
* *Character Ability* includes cast spells, psionics, or any other |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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178 |
means a character can use to project or trigger an effect without |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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179 |
a weapon. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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180 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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181 |
* *Unknown forces* include all the creatures of dream and nightmare |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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182 |
that may or may not exist in the game world. Even seeing one of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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183 |
these things might be enough to harm a character, though it might |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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184 |
be enough for the unknown forces to see the character. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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185 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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186 |
* *Player decision* includes all the things a player decides to have |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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187 |
the character do in the game. Certain decisions may damage the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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188 |
character, but the player will have the character do these things |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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189 |
anyway. This is a causal relationship that usually has more to do |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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190 |
with psychological or spiritual damage than physical damage; but |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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191 |
anything is possible. A character that uses performance-enhancing |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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192 |
drugs may develop a dependency; a character with too much |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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193 |
cyberware may edge toward psychosis; and a character who delves |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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194 |
too deeply into the Necronomicon will surely go insane. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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195 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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196 |
Quantifying Damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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197 |
Once the means for inflicting damage are decided, a designer needs means |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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198 |
for quantifying damage. Here are some possibilities. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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199 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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200 |
* *Hit points* express damage as an abstract unit. No one really |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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201 |
knows how much damage a hit point represents. For a small creature |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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202 |
with a few hit points, a single hit point of damage is a serious |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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203 |
wound. For a powerful monster with dozens of hit points, a single |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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204 |
hit point of damage is a scratch. It doesn't even really matter |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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205 |
how much damage a hit point represents. All that matters is one |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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206 |
simple relationship: The more hit points a character has, the more |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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207 |
punishment he can endure. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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208 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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209 |
* *Attribute reductions* express damage as a direct reduction in the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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210 |
recipient's attributes. A light wound might reduce a single |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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211 |
attribute by a point or two. Serious wounds may cause several |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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212 |
attributes to drop simultaneously. Of course, this is really just |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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213 |
a variation on hit points. Instead of subtracting the damage from |
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a pool of points, the player subtracts the damage from his |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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215 |
character's attributes. The big difference here is that an effect |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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is immediate. Lowering an attribute reduces the character's |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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capabilities. |
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218 |
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* *Damage monitors* express damage in levels with descriptors. They |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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are represented as a table on the character sheet. A light wound |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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might count as a bruise or scratch. Mortal wounds put the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character near death. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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223 |
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* *Descriptions* express damage verbally. This might well be the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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most explicit way to express damage. It is often used to support |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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other methods of damage measurement. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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227 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Combinations* allow the designer to use more than one method to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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produce a more complex, more complete method of quantifying |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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damage. A designer might combine hit points with verbal |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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descriptions or damage monitors with attribute reductions, and so on. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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232 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Damage Effects |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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Once the damage is measured, it usually has some mechanical effect. Here |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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are some possibilities. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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236 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Reduced Resource:* Many games include some sort of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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damage-absorbing resource, such as hit points. Damage causes a |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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reduction in the resource. When the resource is completely spent, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the character falls out of play. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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241 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Special effect:* The damage produces a specific effect with |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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undesirable consequences. Special effects may make a character |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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extremely vulnerable using results such as stunning, holding, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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petrification, or loss of limbs. They might also radically affect |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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246 |
a character's behavior, inspiring fear, confusion, or changes in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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allegiance. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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248 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Reduced abilities:* As the character takes damage, the character |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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250 |
suffers a reduction or loss of abilities. This is a real problem. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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251 |
As the character's abilities are reduced, his likelihood of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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suffering further damage increases. This results in a death spiral. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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253 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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254 |
* *Increased abilities:* As the character takes damage, the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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255 |
character's abilities actually increase. I haven't seen this in |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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too many games, but it seems the idea is to make characters more |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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determined to succeed, more motivated, and more dangerous as they |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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approach the end. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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259 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Altered player decision:* As the character takes damage, the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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player may have to alter his plans or make decisions about the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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plight of the character. A player has many motivations and the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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situation certainly plays a part, but adding damage to the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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equation may make the player more cautious, more daring, or more |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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willing to sacrifice the character. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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266 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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267 |
Avoiding and Reducing Damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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268 |
In game terms, damage is usually best avoided. If a character can't |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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269 |
avoid taking damage, the player can at least take steps to reduce the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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amount of damage. Of course, a lot of this is up to you as the designer. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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You can provide the means for reducing or avoiding damage as part of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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272 |
your game design. Here are some possibilities. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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273 |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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274 |
* *Character Ability:* The designer provides abilities that allow |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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characters to reduce or avoid damage. A very stealthy or invisible |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character may be able to vanish from enemy view. A very fast |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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277 |
character may be able to dodge attacks. A heavy, thick-skinned |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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278 |
character may be able to ignore or absorb attacks. A very skilled |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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character may be able to outmaneuver enemies, never giving them |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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the opportunity to do any harm. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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281 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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* *Expendable resources:* The designer provides hero points or other |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
283 |
expendable resources that allow characters to avoid or reduce the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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damage taken in a situation. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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285 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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286 |
* *Equipment:* The character employs a startling array of equipment |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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287 |
for reducing damage including personal armor, energy shields, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
288 |
magical rings, potions, spells, or advanced technology that allows |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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289 |
a character to avoid taking damage. All this stuff has the net |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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290 |
effect of increasing character ability. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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291 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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292 |
* *Player Decisions:* The best way to avoid damage is to stay out of |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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293 |
situations that result in damage. That includes combat and the |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
294 |
dark, terrible places in many game worlds. Of course, the GM might |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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295 |
have something to say about that. If the situation is unavoidable, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
296 |
some characters may still choose not to participate. Players can |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
297 |
always have characters hide, run away, or surrender in order to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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298 |
avoid the situation. The designer can't really control player |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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299 |
decisions, but the decisions a designer makes about damage will |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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300 |
influence player decisions. If characters can take a lot of damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
301 |
without much trouble, the player might make different decisions |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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than he would if character performance really starts to suffer |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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303 |
after just one or two hits. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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304 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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305 |
Repairing Damage |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
306 |
Once characters take damage, players will want some way to make repairs. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
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|
307 |
This might also extend to pets, vehicles and other important equipment, |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
308 |
because a player may consider a character's pet, vehicle, or equipment |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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as an important aspect of the character. Thus, when any of these take |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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310 |
damage, the player will want to repair them, as well. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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311 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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312 |
* *Time:* Given time, most wounds heal. Depending on the wound or |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
313 |
circumstances in the game world, the character may suffer some |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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sort of permanent effect as a result of the injury. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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315 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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316 |
* *Expendable Resources:* The player may be able to spend points or |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
317 |
use disposable items such as healing potions or stim packs to heal |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
318 |
the character's wounds. |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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319 |
|
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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320 |
* *Character Ability:* Just as a character may have the ability to |
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[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
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|
321 |
inflict damage, a character might also have the ability to repair |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
322 |
damage. Doing this may or may not require parts and equipment. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
323 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
324 |
* *Extraordinary Means:* When the inflicted damage is beyond normal |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
325 |
means for repair, the player may still have options. The GM may |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
326 |
thoughtfully provide more extensive healing and/or repair |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
327 |
facilities for rebuilding characters or vehicles, such as |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
328 |
hospitals and dry docks. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
329 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
330 |
End Note |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
331 |
Designers can really tweak game play by choosing appropriate methods of |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
332 |
assessing damage. This is an important part of an rpg design; and good |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
333 |
design is a matter of conscious thought, logical choices, and deliberate |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
334 |
decisions. I can't tell you how you should design your games; that's up |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
335 |
to you. All I can do is offer a way of thinking about design. I'm |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
336 |
interested in your opinions about this article; so don't be shy about |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
337 |
posting. Next time, I'll go one step further and talk about designing |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
338 |
death into a game. Thanks for reading. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
339 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
340 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
341 |
What do you think? <http://trio.rpg.net/pf/list.php?f=110> |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
342 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
343 |
Go to forum! <http://www.rpg.net/pf/list.php?f=110> |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
344 |
Go to Top <http://www.rpg.net/pf/list.php?f=110> | New Topic |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
345 |
<http://www.rpg.net/pf/post.php?f=110> | View Threads |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
346 |
<http://www.rpg.net/pf/list.php?f=110&collapse=0> | Search |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
347 |
<http://www.rpg.net/pf/search.php?f=110> |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
348 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
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|
349 |
Topics Author Date Latest Reply |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
350 |
cooldog cotangent |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
351 |
<http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
352 |
cranial_index 01-31-2006 20:46 01-31-2006 20:46 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
353 |
CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
354 |
corn_chamomile 01-31-2006 20:25 01-31-2006 20:25 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
355 |
Fendi Spy Bags WHOLESALE@WizardReplica.com |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
356 |
<http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 514 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
357 |
12-02-2005 10:55 12-02-2005 10:55 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
358 |
Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
359 |
<http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 868 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
360 |
11-14-2005 19:41 11-14-2005 19:41 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
361 |
REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
362 |
<http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 794 |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
363 |
10-20-2005 21:37 10-20-2005 21:37 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
364 |
Death/playing style |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
365 |
<http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new Searcher |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
366 |
09-22-2003 11:35 09-22-2003 11:35 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
367 |
Death and actual immortality |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
368 |
<http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new Cpl Ferro |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
369 |
07-19-2003 08:53 01-13-2006 15:22 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
370 |
Non-death death |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
371 |
<http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new Sérgio |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
372 |
Mascarenhas 07-18-2003 03:07 07-23-2003 02:38 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
373 |
Thanks, Hunter |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
374 |
<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new Allan |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
375 |
Sugarbaker 07-16-2003 00:18 07-17-2003 19:34 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
376 |
Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
377 |
Robin 06-20-2003 01:23 06-25-2003 02:34 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
378 |
Something you might have mentioned. |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
379 |
<http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new Yamo |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
380 |
06-19-2003 16:13 06-19-2003 18:11 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
381 |
BTW, excellent column, Hunter! |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
382 |
<http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new flyingmice |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
383 |
06-19-2003 13:11 06-19-2003 18:13 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
384 |
Armor and Damage Thereto |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
385 |
<http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new The Student |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
386 |
06-19-2003 08:45 06-19-2003 11:44 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
387 |
Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
388 |
flyingmice 06-19-2003 08:29 06-20-2003 06:12 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
389 |
Death spiral and unconsciousness |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
390 |
<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new Torben |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
391 |
Mogensen 06-19-2003 07:31 06-20-2003 06:52 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
392 |
lucky or skilled |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
393 |
<http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new rhyme |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
394 |
05-12-2003 18:49 05-13-2003 09:25 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
395 |
Absolute, unopposed and opposed |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
396 |
<http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new Torben |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
397 |
Mogensen 04-16-2003 02:19 04-16-2003 09:26 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
398 |
0-9 open ended = brilliant! |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
399 |
<http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new Vibropod |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
400 |
03-12-2003 10:41 07-18-2003 01:28 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
401 |
Smooth rerolls |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
402 |
<http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new Torben |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
403 |
Mogensen 03-12-2003 00:47 03-16-2003 23:57 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
404 |
Resolution Mechanics |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
405 |
<http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new Kyle |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
406 |
Schuant 03-11-2003 22:14 03-29-2003 21:28 new |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
407 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
408 |
Go to Top <http://www.rpg.net/pf/list.php?f=110> | New Topic |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
409 |
<http://www.rpg.net/pf/post.php?f=110> | View Threads |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
410 |
<http://www.rpg.net/pf/list.php?f=110&collapse=0> | Search |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
411 |
<http://www.rpg.net/pf/search.php?f=110> |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
412 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
413 |
Newer Messages |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
414 |
<http://www.rpg.net/pf/list.php?f=110&t=98&a=1&> | Older Messages |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
415 |
<http://www.rpg.net/pf/list.php?f=110&t=25&a=2&> |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
416 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
417 |
------------------------------------------------------------------------ |
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
418 |
|
|
bdef1afd1170
[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
fabien
parents:
diff
changeset
|
419 |
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Previous columns |
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* #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter |
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Logan, 17jul03 |
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* #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by |
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* #6: Putting Theory to the Test |
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</news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03 |
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* #5: Resolution Mechanics II |
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</news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03 |
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* Resolution Mechanics I </news+reviews/columns/dream11mar03.html> |
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by Hunter Logan, 11mar03 |
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* Player Goals </news+reviews/columns/dream10feb03.html> by Hunter |
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Logan, 10feb03 |
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* Balance of Power </news+reviews/columns/dream20jan03.html> by |
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Hunter Logan, 20jan03 |
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* Play Flow First </news+reviews/columns/dream01jan03.html> by |
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Hunter Logan, 01jan03 |
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Other columns </news+reviews/columns.html> at RPGnet |
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RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved. |
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