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    11 
       
    12       The Impossible Dream
       
    13 
       
    14 
       
    15     #7: Assessing Damage
       
    16 
       
    17 *by Hunter Logan*
       
    18 Jun 19,2003
       
    19 
       
    20 	
       
    21 Last installment, I claimed this installment would be about play
       
    22 samples. I changed my mind. I think people who read this column know
       
    23 that play samples are scripts of a play session and that play samples
       
    24 are good for demonstrating how a game works. Going on about that for a
       
    25 whole installment seems like overkill, so let me sum up: Use play
       
    26 samples because they're good and helpful. Now, on to something
       
    27 infinitely more interesting: Assessing damage in game terms.
       
    28 
       
    29 Practical Considerations
       
    30 A designer has at least four practical considerations that should
       
    31 underlie decisions about damage in a game system.
       
    32 
       
    33     * *Complexity:* The number of steps and the difficulty of completing
       
    34       those steps, elements that Brian Gleichman calls /Complexity of
       
    35       Implementation/. As a designer, you can make the means for
       
    36       handling damage as simple or complex as you like.
       
    37 
       
    38     * *Lethality:* The amount of punishment a character can take before
       
    39       falling out of action. In a very lethal implementation, players
       
    40       might actually avoid combat because of the real threat to a
       
    41       character's life. In a less lethal implementation, players might
       
    42       want to fight a lot, especially if fighting is rewarded.
       
    43 
       
    44     * *Realism:* The true-to-life aspects of damage in the game. A
       
    45       realistic implementation will bring results that approximate what
       
    46       would happen in the real world. In that respect, greater realism
       
    47       brings increased lethality. Yet, I maintain that producing truly
       
    48       realistic results is extremely difficult. The best a designer can
       
    49       do is to produce consistent, believable results.
       
    50 
       
    51     * *Satisfaction:* The player's satisfaction with the methods and
       
    52       results for handling damage. Satisfaction is an intangible result
       
    53       and not strictly limited to issues of damage assessment.
       
    54 
       
    55 Damage and Play Flow
       
    56 Like any other aspect of an rpg, the rules and mechanical processes for
       
    57 handling damage can be expressed through play flow. A lot of this
       
    58 overlaps with rules for combat, but I've decided not to approach combat
       
    59 as a subset of game rules for two reasons. First, I think most people
       
    60 have their own ideas about how combat should run. I don't really know
       
    61 what I could add to that. Second, combat is not the only time characters
       
    62 give or receive damage. So, I want to concentrate on the ways and means
       
    63 for assessing damage. Here is an example:
       
    64 
       
    65     * *Event:* A character is faced with an otherworldly horror, a
       
    66       creature so bizarre and disgusting that no words could express the
       
    67       reality of seeing it.
       
    68 
       
    69     * *Decision:* The player doesn't want his character looking at any
       
    70       horrific monstrosities. He declares, "I try to get the hell out of
       
    71       there as fast as I can, and without looking at that /thing/!"
       
    72 
       
    73     * *Resolution:*
       
    74           o *Device (unopposed):* The GM has the player roll dice to see
       
    75             whether or not the character looked directly at the monster
       
    76             while the GM rolls dice to see if the monster looked
       
    77             directly at the character.
       
    78           o *Evaluation:* The player rolls poorly while the GM rolls
       
    79             pretty well. The monster and the character look at each other.
       
    80           o *Device (opposed):* Looking into the face of such a monster
       
    81             can cause a person to go insane. Thus, the player must roll
       
    82             against the monster's effect to avoid psychological damage.
       
    83             This is an opposed die roll.
       
    84           o *Evaluation:* The player rolls against the GM and the
       
    85             monster wins. The GM determines that the character takes 9
       
    86             points of /Horror/ against his /Stability/ attribute. The
       
    87             character runs off in a panic, screaming the whole way.
       
    88 
       
    89 Two Specific Issues
       
    90 I want to address two specific issues related to damage: Armor and the
       
    91 death spiral.
       
    92 
       
    93 *Armor:* Designers decide how armor will protect a character. I have
       
    94 seen three common methods for treating armor. The methods can be
       
    95 combined as desired.
       
    96 
       
    97     * *Makes the target harder to hit:* This idea causes consternation
       
    98       for some people, because good armor is heavy and wearing heavy
       
    99       armor should make a person easier to hit. Yet, good armor should
       
   100       make it harder for opponents to injure the person wearing it. So,
       
   101       making the character harder to hit as a result of wearing armor is
       
   102       one way to abstract the entire relationship. The trouble is, a
       
   103       miss might not really mean an opponent missed. It might just mean
       
   104       an opponent's blow bounced off the character's armor.
       
   105 
       
   106     * *Reduces the damage inflicted:* This idea seems to make people
       
   107       happy. This way, good armor can be heavy. It can even make the
       
   108       person wearing the armor an easy target, but the armor will absorb
       
   109       some (if not all) incoming damage.
       
   110 
       
   111     * *Absorbs damage until destroyed:* This idea always struck me as
       
   112       being very strange. Armor should be destructible. It's just that
       
   113       most designers who treat armor this way fix it so that the armor
       
   114       takes /all/ the damage until it's /completely destroyed/. Then,
       
   115       its value as protection is completely gone. I think it's better to
       
   116       treat the armor as a means for reducing damage; but after so many
       
   117       hits, the armor becomes less effective. Eventually, the armor will
       
   118       need repair or it will wear away to nothing.
       
   119 
       
   120 *The Death Spiral:* Each time a character takes damage, the character
       
   121 becomes weaker and easier to kill. Death spirals are often enforced with
       
   122 loss of character ability and penalties to the die roll. As a designer,
       
   123 you have to decide for yourself whether or not a death spiral is
       
   124 appropriate for your game.
       
   125 
       
   126 The Deal with Damage
       
   127 Damage is a universal phenomenon in rpgs. Most every game has rules for
       
   128 hurting PCs, smashing monsters, and destroying stuff. The means for
       
   129 doing that are part of the game's rules. The best way to figure things
       
   130 out is to answer questions.
       
   131 
       
   132     * What sort of damage will the players have to track?
       
   133     * How is damage inflicted?
       
   134     * How is damage quantified?
       
   135     * What effect does damage have on the recipient?
       
   136     * How is damage avoided or reduced?
       
   137     * How is damage repaired?
       
   138 
       
   139 Damage Types
       
   140 Not all damage is the same. The sword slash that hurts the body is
       
   141 different from the bad news that damages the psyche or the blast of
       
   142 ghostly energy that pierces the character's very soul. In the end, I
       
   143 think designers choose from four types of damage:
       
   144 
       
   145     * *Physical harm* is simply damage to the character's body. This
       
   146       happens when a character is shot, stabbed, smashed with heavy
       
   147       objects. This may result in bruises, contusions, broken bones,
       
   148       assorted internal injuries and a whole lot of pain. Physical harm
       
   149       is by far the most common sort of damage in rpgs. It may affect
       
   150       the character's ability to do things.
       
   151 
       
   152     * *Psychological harm* is damage to the character's psyche. This is
       
   153       practically guaranteed to any character in a /Call of Cthulhu/
       
   154       game. This may cause the character to lose his grip on reality or
       
   155       just go insane. Psychological harm is less common than physical
       
   156       harm, but it shows up in a surprising number of rpgs.
       
   157 
       
   158     * *Spiritual harm* is damage to the character's very essence,
       
   159       spirit, soul, or whatever. This most often happens to characters
       
   160       that leave their bodies behind and project themselves into other
       
   161       dimensions; but certain monsters in various games are capable of
       
   162       bypassing the body to inflict direct spiritual harm.
       
   163 
       
   164     * *Material loss* is damage to or loss of a character's stuff. This
       
   165       happens whenever a weapon breaks, a crash trashes a vehicle, or a
       
   166       character loses the use of any piece of equipment. Players like to
       
   167       give their characters toys, and sometimes those toys get broken.
       
   168 
       
   169 Means of Inflicting Damage
       
   170 There are plenty of ways to inflict damage, but most of them fit in four
       
   171 categories.
       
   172 
       
   173     * *Weapons* include fists, feet, and any sort of tool or device
       
   174       intended to kill people and blow stuff up. These are a primary
       
   175       means of inflicting damage in many games.
       
   176 
       
   177     * *Character Ability* includes cast spells, psionics, or any other
       
   178       means a character can use to project or trigger an effect without
       
   179       a weapon.
       
   180 
       
   181     * *Unknown forces* include all the creatures of dream and nightmare
       
   182       that may or may not exist in the game world. Even seeing one of
       
   183       these things might be enough to harm a character, though it might
       
   184       be enough for the unknown forces to see the character.
       
   185 
       
   186     * *Player decision* includes all the things a player decides to have
       
   187       the character do in the game. Certain decisions may damage the
       
   188       character, but the player will have the character do these things
       
   189       anyway. This is a causal relationship that usually has more to do
       
   190       with psychological or spiritual damage than physical damage; but
       
   191       anything is possible. A character that uses performance-enhancing
       
   192       drugs may develop a dependency; a character with too much
       
   193       cyberware may edge toward psychosis; and a character who delves
       
   194       too deeply into the Necronomicon will surely go insane.
       
   195 
       
   196 Quantifying Damage
       
   197 Once the means for inflicting damage are decided, a designer needs means
       
   198 for quantifying damage. Here are some possibilities.
       
   199 
       
   200     * *Hit points* express damage as an abstract unit. No one really
       
   201       knows how much damage a hit point represents. For a small creature
       
   202       with a few hit points, a single hit point of damage is a serious
       
   203       wound. For a powerful monster with dozens of hit points, a single
       
   204       hit point of damage is a scratch. It doesn't even really matter
       
   205       how much damage a hit point represents. All that matters is one
       
   206       simple relationship: The more hit points a character has, the more
       
   207       punishment he can endure.
       
   208 
       
   209     * *Attribute reductions* express damage as a direct reduction in the
       
   210       recipient's attributes. A light wound might reduce a single
       
   211       attribute by a point or two. Serious wounds may cause several
       
   212       attributes to drop simultaneously. Of course, this is really just
       
   213       a variation on hit points. Instead of subtracting the damage from
       
   214       a pool of points, the player subtracts the damage from his
       
   215       character's attributes. The big difference here is that an effect
       
   216       is immediate. Lowering an attribute reduces the character's
       
   217       capabilities.
       
   218 
       
   219     * *Damage monitors* express damage in levels with descriptors. They
       
   220       are represented as a table on the character sheet. A light wound
       
   221       might count as a bruise or scratch. Mortal wounds put the
       
   222       character near death.
       
   223 
       
   224     * *Descriptions* express damage verbally. This might well be the
       
   225       most explicit way to express damage. It is often used to support
       
   226       other methods of damage measurement.
       
   227 
       
   228     * *Combinations* allow the designer to use more than one method to
       
   229       produce a more complex, more complete method of quantifying
       
   230       damage. A designer might combine hit points with verbal
       
   231       descriptions or damage monitors with attribute reductions, and so on.
       
   232 
       
   233 Damage Effects
       
   234 Once the damage is measured, it usually has some mechanical effect. Here
       
   235 are some possibilities.
       
   236 
       
   237     * *Reduced Resource:* Many games include some sort of
       
   238       damage-absorbing resource, such as hit points. Damage causes a
       
   239       reduction in the resource. When the resource is completely spent,
       
   240       the character falls out of play.
       
   241 
       
   242     * *Special effect:* The damage produces a specific effect with
       
   243       undesirable consequences. Special effects may make a character
       
   244       extremely vulnerable using results such as stunning, holding,
       
   245       petrification, or loss of limbs. They might also radically affect
       
   246       a character's behavior, inspiring fear, confusion, or changes in
       
   247       allegiance.
       
   248 
       
   249     * *Reduced abilities:* As the character takes damage, the character
       
   250       suffers a reduction or loss of abilities. This is a real problem.
       
   251       As the character's abilities are reduced, his likelihood of
       
   252       suffering further damage increases. This results in a death spiral.
       
   253 
       
   254     * *Increased abilities:* As the character takes damage, the
       
   255       character's abilities actually increase. I haven't seen this in
       
   256       too many games, but it seems the idea is to make characters more
       
   257       determined to succeed, more motivated, and more dangerous as they
       
   258       approach the end.
       
   259 
       
   260     * *Altered player decision:* As the character takes damage, the
       
   261       player may have to alter his plans or make decisions about the
       
   262       plight of the character. A player has many motivations and the
       
   263       situation certainly plays a part, but adding damage to the
       
   264       equation may make the player more cautious, more daring, or more
       
   265       willing to sacrifice the character.
       
   266 
       
   267 Avoiding and Reducing Damage
       
   268 In game terms, damage is usually best avoided. If a character can't
       
   269 avoid taking damage, the player can at least take steps to reduce the
       
   270 amount of damage. Of course, a lot of this is up to you as the designer.
       
   271 You can provide the means for reducing or avoiding damage as part of
       
   272 your game design. Here are some possibilities.
       
   273 
       
   274     * *Character Ability:* The designer provides abilities that allow
       
   275       characters to reduce or avoid damage. A very stealthy or invisible
       
   276       character may be able to vanish from enemy view. A very fast
       
   277       character may be able to dodge attacks. A heavy, thick-skinned
       
   278       character may be able to ignore or absorb attacks. A very skilled
       
   279       character may be able to outmaneuver enemies, never giving them
       
   280       the opportunity to do any harm.
       
   281 
       
   282     * *Expendable resources:* The designer provides hero points or other
       
   283       expendable resources that allow characters to avoid or reduce the
       
   284       damage taken in a situation.
       
   285 
       
   286     * *Equipment:* The character employs a startling array of equipment
       
   287       for reducing damage including personal armor, energy shields,
       
   288       magical rings, potions, spells, or advanced technology that allows
       
   289       a character to avoid taking damage. All this stuff has the net
       
   290       effect of increasing character ability.
       
   291 
       
   292     * *Player Decisions:* The best way to avoid damage is to stay out of
       
   293       situations that result in damage. That includes combat and the
       
   294       dark, terrible places in many game worlds. Of course, the GM might
       
   295       have something to say about that. If the situation is unavoidable,
       
   296       some characters may still choose not to participate. Players can
       
   297       always have characters hide, run away, or surrender in order to
       
   298       avoid the situation. The designer can't really control player
       
   299       decisions, but the decisions a designer makes about damage will
       
   300       influence player decisions. If characters can take a lot of damage
       
   301       without much trouble, the player might make different decisions
       
   302       than he would if character performance really starts to suffer
       
   303       after just one or two hits.
       
   304 
       
   305 Repairing Damage
       
   306 Once characters take damage, players will want some way to make repairs.
       
   307 This might also extend to pets, vehicles and other important equipment,
       
   308 because a player may consider a character's pet, vehicle, or equipment
       
   309 as an important aspect of the character. Thus, when any of these take
       
   310 damage, the player will want to repair them, as well.
       
   311 
       
   312     * *Time:* Given time, most wounds heal. Depending on the wound or
       
   313       circumstances in the game world, the character may suffer some
       
   314       sort of permanent effect as a result of the injury.
       
   315 
       
   316     * *Expendable Resources:* The player may be able to spend points or
       
   317       use disposable items such as healing potions or stim packs to heal
       
   318       the character's wounds.
       
   319 
       
   320     * *Character Ability:* Just as a character may have the ability to
       
   321       inflict damage, a character might also have the ability to repair
       
   322       damage. Doing this may or may not require parts and equipment.
       
   323 
       
   324     * *Extraordinary Means:* When the inflicted damage is beyond normal
       
   325       means for repair, the player may still have options. The GM may
       
   326       thoughtfully provide more extensive healing and/or repair
       
   327       facilities for rebuilding characters or vehicles, such as
       
   328       hospitals and dry docks.
       
   329 
       
   330 End Note
       
   331 Designers can really tweak game play by choosing appropriate methods of
       
   332 assessing damage. This is an important part of an rpg design; and good
       
   333 design is a matter of conscious thought, logical choices, and deliberate
       
   334 decisions. I can't tell you how you should design your games; that's up
       
   335 to you. All I can do is offer a way of thinking about design. I'm
       
   336 interested in your opinions about this article; so don't be shy about
       
   337 posting. Next time, I'll go one step further and talk about designing
       
   338 death into a game. Thanks for reading.
       
   339 
       
   340 
       
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   342 
       
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   348 
       
   349  Topics 	Author  	Date 	Latest Reply
       
   350  cooldog cotangent
       
   351 <http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
       
   352 cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
       
   353   CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
       
   354 corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
       
   355  Fendi Spy Bags WHOLESALE@WizardReplica.com
       
   356 <http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
       
   357 12-02-2005 10:55  	12-02-2005 10:55 new
       
   358  Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
       
   359 <http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
       
   360 11-14-2005 19:41  	11-14-2005 19:41 new
       
   361  REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
       
   362 <http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
       
   363 10-20-2005 21:37  	10-20-2005 21:37 new
       
   364  Death/playing style
       
   365 <http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
       
   366 09-22-2003 11:35  	09-22-2003 11:35 new
       
   367  Death and actual immortality
       
   368 <http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
       
   369 07-19-2003 08:53  	01-13-2006 15:22 new
       
   370  Non-death death
       
   371 <http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
       
   372 Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
       
   373  Thanks, Hunter
       
   374 <http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
       
   375 Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
       
   376  Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
       
   377 Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
       
   378  Something you might have mentioned.
       
   379 <http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
       
   380 06-19-2003 16:13  	06-19-2003 18:11 new
       
   381  BTW, excellent column, Hunter!
       
   382 <http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
       
   383 06-19-2003 13:11  	06-19-2003 18:13 new
       
   384  Armor and Damage Thereto
       
   385 <http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
       
   386 06-19-2003 08:45  	06-19-2003 11:44 new
       
   387  Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
       
   388 flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
       
   389  Death spiral and unconsciousness
       
   390 <http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
       
   391 Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
       
   392  lucky or skilled
       
   393 <http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
       
   394 05-12-2003 18:49  	05-13-2003 09:25 new
       
   395  Absolute, unopposed and opposed
       
   396 <http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
       
   397 Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
       
   398  0-9 open ended = brilliant!
       
   399 <http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
       
   400 03-12-2003 10:41  	07-18-2003 01:28 new
       
   401  Smooth rerolls
       
   402 <http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
       
   403 Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
       
   404  Resolution Mechanics
       
   405 <http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
       
   406 Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
       
   407 
       
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   412 	
       
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   416 
       
   417 ------------------------------------------------------------------------
       
   418 
       
   419 
       
   420       Previous columns
       
   421 
       
   422     * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
       
   423       Logan, 17jul03
       
   424     * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
       
   425       Hunter Logan, 19jun03
       
   426     * #6: Putting Theory to the Test
       
   427       </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
       
   428     * #5: Resolution Mechanics II
       
   429       </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
       
   430     * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
       
   431       by Hunter Logan, 11mar03
       
   432     * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
       
   433       Logan, 10feb03
       
   434     * Balance of Power </news+reviews/columns/dream20jan03.html> by
       
   435       Hunter Logan, 20jan03
       
   436     * Play Flow First </news+reviews/columns/dream01jan03.html> by
       
   437       Hunter Logan, 01jan03
       
   438 
       
   439 
       
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