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+
+      The Impossible Dream
+
+
+    #7: Assessing Damage
+
+*by Hunter Logan*
+Jun 19,2003
+
+	
+Last installment, I claimed this installment would be about play
+samples. I changed my mind. I think people who read this column know
+that play samples are scripts of a play session and that play samples
+are good for demonstrating how a game works. Going on about that for a
+whole installment seems like overkill, so let me sum up: Use play
+samples because they're good and helpful. Now, on to something
+infinitely more interesting: Assessing damage in game terms.
+
+Practical Considerations
+A designer has at least four practical considerations that should
+underlie decisions about damage in a game system.
+
+    * *Complexity:* The number of steps and the difficulty of completing
+      those steps, elements that Brian Gleichman calls /Complexity of
+      Implementation/. As a designer, you can make the means for
+      handling damage as simple or complex as you like.
+
+    * *Lethality:* The amount of punishment a character can take before
+      falling out of action. In a very lethal implementation, players
+      might actually avoid combat because of the real threat to a
+      character's life. In a less lethal implementation, players might
+      want to fight a lot, especially if fighting is rewarded.
+
+    * *Realism:* The true-to-life aspects of damage in the game. A
+      realistic implementation will bring results that approximate what
+      would happen in the real world. In that respect, greater realism
+      brings increased lethality. Yet, I maintain that producing truly
+      realistic results is extremely difficult. The best a designer can
+      do is to produce consistent, believable results.
+
+    * *Satisfaction:* The player's satisfaction with the methods and
+      results for handling damage. Satisfaction is an intangible result
+      and not strictly limited to issues of damage assessment.
+
+Damage and Play Flow
+Like any other aspect of an rpg, the rules and mechanical processes for
+handling damage can be expressed through play flow. A lot of this
+overlaps with rules for combat, but I've decided not to approach combat
+as a subset of game rules for two reasons. First, I think most people
+have their own ideas about how combat should run. I don't really know
+what I could add to that. Second, combat is not the only time characters
+give or receive damage. So, I want to concentrate on the ways and means
+for assessing damage. Here is an example:
+
+    * *Event:* A character is faced with an otherworldly horror, a
+      creature so bizarre and disgusting that no words could express the
+      reality of seeing it.
+
+    * *Decision:* The player doesn't want his character looking at any
+      horrific monstrosities. He declares, "I try to get the hell out of
+      there as fast as I can, and without looking at that /thing/!"
+
+    * *Resolution:*
+          o *Device (unopposed):* The GM has the player roll dice to see
+            whether or not the character looked directly at the monster
+            while the GM rolls dice to see if the monster looked
+            directly at the character.
+          o *Evaluation:* The player rolls poorly while the GM rolls
+            pretty well. The monster and the character look at each other.
+          o *Device (opposed):* Looking into the face of such a monster
+            can cause a person to go insane. Thus, the player must roll
+            against the monster's effect to avoid psychological damage.
+            This is an opposed die roll.
+          o *Evaluation:* The player rolls against the GM and the
+            monster wins. The GM determines that the character takes 9
+            points of /Horror/ against his /Stability/ attribute. The
+            character runs off in a panic, screaming the whole way.
+
+Two Specific Issues
+I want to address two specific issues related to damage: Armor and the
+death spiral.
+
+*Armor:* Designers decide how armor will protect a character. I have
+seen three common methods for treating armor. The methods can be
+combined as desired.
+
+    * *Makes the target harder to hit:* This idea causes consternation
+      for some people, because good armor is heavy and wearing heavy
+      armor should make a person easier to hit. Yet, good armor should
+      make it harder for opponents to injure the person wearing it. So,
+      making the character harder to hit as a result of wearing armor is
+      one way to abstract the entire relationship. The trouble is, a
+      miss might not really mean an opponent missed. It might just mean
+      an opponent's blow bounced off the character's armor.
+
+    * *Reduces the damage inflicted:* This idea seems to make people
+      happy. This way, good armor can be heavy. It can even make the
+      person wearing the armor an easy target, but the armor will absorb
+      some (if not all) incoming damage.
+
+    * *Absorbs damage until destroyed:* This idea always struck me as
+      being very strange. Armor should be destructible. It's just that
+      most designers who treat armor this way fix it so that the armor
+      takes /all/ the damage until it's /completely destroyed/. Then,
+      its value as protection is completely gone. I think it's better to
+      treat the armor as a means for reducing damage; but after so many
+      hits, the armor becomes less effective. Eventually, the armor will
+      need repair or it will wear away to nothing.
+
+*The Death Spiral:* Each time a character takes damage, the character
+becomes weaker and easier to kill. Death spirals are often enforced with
+loss of character ability and penalties to the die roll. As a designer,
+you have to decide for yourself whether or not a death spiral is
+appropriate for your game.
+
+The Deal with Damage
+Damage is a universal phenomenon in rpgs. Most every game has rules for
+hurting PCs, smashing monsters, and destroying stuff. The means for
+doing that are part of the game's rules. The best way to figure things
+out is to answer questions.
+
+    * What sort of damage will the players have to track?
+    * How is damage inflicted?
+    * How is damage quantified?
+    * What effect does damage have on the recipient?
+    * How is damage avoided or reduced?
+    * How is damage repaired?
+
+Damage Types
+Not all damage is the same. The sword slash that hurts the body is
+different from the bad news that damages the psyche or the blast of
+ghostly energy that pierces the character's very soul. In the end, I
+think designers choose from four types of damage:
+
+    * *Physical harm* is simply damage to the character's body. This
+      happens when a character is shot, stabbed, smashed with heavy
+      objects. This may result in bruises, contusions, broken bones,
+      assorted internal injuries and a whole lot of pain. Physical harm
+      is by far the most common sort of damage in rpgs. It may affect
+      the character's ability to do things.
+
+    * *Psychological harm* is damage to the character's psyche. This is
+      practically guaranteed to any character in a /Call of Cthulhu/
+      game. This may cause the character to lose his grip on reality or
+      just go insane. Psychological harm is less common than physical
+      harm, but it shows up in a surprising number of rpgs.
+
+    * *Spiritual harm* is damage to the character's very essence,
+      spirit, soul, or whatever. This most often happens to characters
+      that leave their bodies behind and project themselves into other
+      dimensions; but certain monsters in various games are capable of
+      bypassing the body to inflict direct spiritual harm.
+
+    * *Material loss* is damage to or loss of a character's stuff. This
+      happens whenever a weapon breaks, a crash trashes a vehicle, or a
+      character loses the use of any piece of equipment. Players like to
+      give their characters toys, and sometimes those toys get broken.
+
+Means of Inflicting Damage
+There are plenty of ways to inflict damage, but most of them fit in four
+categories.
+
+    * *Weapons* include fists, feet, and any sort of tool or device
+      intended to kill people and blow stuff up. These are a primary
+      means of inflicting damage in many games.
+
+    * *Character Ability* includes cast spells, psionics, or any other
+      means a character can use to project or trigger an effect without
+      a weapon.
+
+    * *Unknown forces* include all the creatures of dream and nightmare
+      that may or may not exist in the game world. Even seeing one of
+      these things might be enough to harm a character, though it might
+      be enough for the unknown forces to see the character.
+
+    * *Player decision* includes all the things a player decides to have
+      the character do in the game. Certain decisions may damage the
+      character, but the player will have the character do these things
+      anyway. This is a causal relationship that usually has more to do
+      with psychological or spiritual damage than physical damage; but
+      anything is possible. A character that uses performance-enhancing
+      drugs may develop a dependency; a character with too much
+      cyberware may edge toward psychosis; and a character who delves
+      too deeply into the Necronomicon will surely go insane.
+
+Quantifying Damage
+Once the means for inflicting damage are decided, a designer needs means
+for quantifying damage. Here are some possibilities.
+
+    * *Hit points* express damage as an abstract unit. No one really
+      knows how much damage a hit point represents. For a small creature
+      with a few hit points, a single hit point of damage is a serious
+      wound. For a powerful monster with dozens of hit points, a single
+      hit point of damage is a scratch. It doesn't even really matter
+      how much damage a hit point represents. All that matters is one
+      simple relationship: The more hit points a character has, the more
+      punishment he can endure.
+
+    * *Attribute reductions* express damage as a direct reduction in the
+      recipient's attributes. A light wound might reduce a single
+      attribute by a point or two. Serious wounds may cause several
+      attributes to drop simultaneously. Of course, this is really just
+      a variation on hit points. Instead of subtracting the damage from
+      a pool of points, the player subtracts the damage from his
+      character's attributes. The big difference here is that an effect
+      is immediate. Lowering an attribute reduces the character's
+      capabilities.
+
+    * *Damage monitors* express damage in levels with descriptors. They
+      are represented as a table on the character sheet. A light wound
+      might count as a bruise or scratch. Mortal wounds put the
+      character near death.
+
+    * *Descriptions* express damage verbally. This might well be the
+      most explicit way to express damage. It is often used to support
+      other methods of damage measurement.
+
+    * *Combinations* allow the designer to use more than one method to
+      produce a more complex, more complete method of quantifying
+      damage. A designer might combine hit points with verbal
+      descriptions or damage monitors with attribute reductions, and so on.
+
+Damage Effects
+Once the damage is measured, it usually has some mechanical effect. Here
+are some possibilities.
+
+    * *Reduced Resource:* Many games include some sort of
+      damage-absorbing resource, such as hit points. Damage causes a
+      reduction in the resource. When the resource is completely spent,
+      the character falls out of play.
+
+    * *Special effect:* The damage produces a specific effect with
+      undesirable consequences. Special effects may make a character
+      extremely vulnerable using results such as stunning, holding,
+      petrification, or loss of limbs. They might also radically affect
+      a character's behavior, inspiring fear, confusion, or changes in
+      allegiance.
+
+    * *Reduced abilities:* As the character takes damage, the character
+      suffers a reduction or loss of abilities. This is a real problem.
+      As the character's abilities are reduced, his likelihood of
+      suffering further damage increases. This results in a death spiral.
+
+    * *Increased abilities:* As the character takes damage, the
+      character's abilities actually increase. I haven't seen this in
+      too many games, but it seems the idea is to make characters more
+      determined to succeed, more motivated, and more dangerous as they
+      approach the end.
+
+    * *Altered player decision:* As the character takes damage, the
+      player may have to alter his plans or make decisions about the
+      plight of the character. A player has many motivations and the
+      situation certainly plays a part, but adding damage to the
+      equation may make the player more cautious, more daring, or more
+      willing to sacrifice the character.
+
+Avoiding and Reducing Damage
+In game terms, damage is usually best avoided. If a character can't
+avoid taking damage, the player can at least take steps to reduce the
+amount of damage. Of course, a lot of this is up to you as the designer.
+You can provide the means for reducing or avoiding damage as part of
+your game design. Here are some possibilities.
+
+    * *Character Ability:* The designer provides abilities that allow
+      characters to reduce or avoid damage. A very stealthy or invisible
+      character may be able to vanish from enemy view. A very fast
+      character may be able to dodge attacks. A heavy, thick-skinned
+      character may be able to ignore or absorb attacks. A very skilled
+      character may be able to outmaneuver enemies, never giving them
+      the opportunity to do any harm.
+
+    * *Expendable resources:* The designer provides hero points or other
+      expendable resources that allow characters to avoid or reduce the
+      damage taken in a situation.
+
+    * *Equipment:* The character employs a startling array of equipment
+      for reducing damage including personal armor, energy shields,
+      magical rings, potions, spells, or advanced technology that allows
+      a character to avoid taking damage. All this stuff has the net
+      effect of increasing character ability.
+
+    * *Player Decisions:* The best way to avoid damage is to stay out of
+      situations that result in damage. That includes combat and the
+      dark, terrible places in many game worlds. Of course, the GM might
+      have something to say about that. If the situation is unavoidable,
+      some characters may still choose not to participate. Players can
+      always have characters hide, run away, or surrender in order to
+      avoid the situation. The designer can't really control player
+      decisions, but the decisions a designer makes about damage will
+      influence player decisions. If characters can take a lot of damage
+      without much trouble, the player might make different decisions
+      than he would if character performance really starts to suffer
+      after just one or two hits.
+
+Repairing Damage
+Once characters take damage, players will want some way to make repairs.
+This might also extend to pets, vehicles and other important equipment,
+because a player may consider a character's pet, vehicle, or equipment
+as an important aspect of the character. Thus, when any of these take
+damage, the player will want to repair them, as well.
+
+    * *Time:* Given time, most wounds heal. Depending on the wound or
+      circumstances in the game world, the character may suffer some
+      sort of permanent effect as a result of the injury.
+
+    * *Expendable Resources:* The player may be able to spend points or
+      use disposable items such as healing potions or stim packs to heal
+      the character's wounds.
+
+    * *Character Ability:* Just as a character may have the ability to
+      inflict damage, a character might also have the ability to repair
+      damage. Doing this may or may not require parts and equipment.
+
+    * *Extraordinary Means:* When the inflicted damage is beyond normal
+      means for repair, the player may still have options. The GM may
+      thoughtfully provide more extensive healing and/or repair
+      facilities for rebuilding characters or vehicles, such as
+      hospitals and dry docks.
+
+End Note
+Designers can really tweak game play by choosing appropriate methods of
+assessing damage. This is an important part of an rpg design; and good
+design is a matter of conscious thought, logical choices, and deliberate
+decisions. I can't tell you how you should design your games; that's up
+to you. All I can do is offer a way of thinking about design. I'm
+interested in your opinions about this article; so don't be shy about
+posting. Next time, I'll go one step further and talk about designing
+death into a game. Thanks for reading.
+
+
+      What do you think? <http://trio.rpg.net/pf/list.php?f=110>
+
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+ Topics 	Author  	Date 	Latest Reply
+ cooldog cotangent
+<http://www.rpg.net/pf/read.php?f=110&i=98&t=98> (1) new
+cranial_index  	01-31-2006 20:46  	01-31-2006 20:46 new
+  CORONA <http://www.rpg.net/pf/read.php?f=110&i=97&t=97> (1) new
+corn_chamomile  	01-31-2006 20:25  	01-31-2006 20:25 new
+ Fendi Spy Bags WHOLESALE@WizardReplica.com
+<http://www.rpg.net/pf/read.php?f=110&i=95&t=95> (1) new 	514 
+12-02-2005 10:55  	12-02-2005 10:55 new
+ Designer Handbags Wholesale@WWW.WIZARDREPLICA.COM
+<http://www.rpg.net/pf/read.php?f=110&i=94&t=94> (1) new 	868 
+11-14-2005 19:41  	11-14-2005 19:41 new
+ REPLICA HANDBAGS LOUIS VUITTON REPLICA WHOLESALE@
+<http://www.rpg.net/pf/read.php?f=110&i=93&t=93> (1) new 	794 
+10-20-2005 21:37  	10-20-2005 21:37 new
+ Death/playing style
+<http://www.rpg.net/pf/read.php?f=110&i=92&t=92> (1) new 	Searcher 
+09-22-2003 11:35  	09-22-2003 11:35 new
+ Death and actual immortality
+<http://www.rpg.net/pf/read.php?f=110&i=89&t=89> (3) new 	Cpl Ferro 
+07-19-2003 08:53  	01-13-2006 15:22 new
+ Non-death death
+<http://www.rpg.net/pf/read.php?f=110&i=85&t=85> (5) new 	Sérgio
+Mascarenhas  	07-18-2003 03:07  	07-23-2003 02:38 new
+ Thanks, Hunter
+<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
+Sugarbaker  	07-16-2003 00:18  	07-17-2003 19:34 new
+ Realism <http://www.rpg.net/pf/read.php?f=110&i=74&t=74> (3) new
+Robin  	06-20-2003 01:23  	06-25-2003 02:34 new
+ Something you might have mentioned.
+<http://www.rpg.net/pf/read.php?f=110&i=65&t=65> (3) new 	Yamo 
+06-19-2003 16:13  	06-19-2003 18:11 new
+ BTW, excellent column, Hunter!
+<http://www.rpg.net/pf/read.php?f=110&i=63&t=63> (2) new 	flyingmice 
+06-19-2003 13:11  	06-19-2003 18:13 new
+ Armor and Damage Thereto
+<http://www.rpg.net/pf/read.php?f=110&i=56&t=56> (2) new 	The Student 
+06-19-2003 08:45  	06-19-2003 11:44 new
+ Armor <http://www.rpg.net/pf/read.php?f=110&i=54&t=54> (9) new
+flyingmice  	06-19-2003 08:29  	06-20-2003 06:12 new
+ Death spiral and unconsciousness
+<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
+Mogensen  	06-19-2003 07:31  	06-20-2003 06:52 new
+ lucky or skilled
+<http://www.rpg.net/pf/read.php?f=110&i=51&t=51> (2) new 	rhyme 
+05-12-2003 18:49  	05-13-2003 09:25 new
+ Absolute, unopposed and opposed
+<http://www.rpg.net/pf/read.php?f=110&i=48&t=48> (2) new 	Torben
+Mogensen  	04-16-2003 02:19  	04-16-2003 09:26 new
+ 0-9 open ended = brilliant!
+<http://www.rpg.net/pf/read.php?f=110&i=31&t=31> (8) new 	Vibropod 
+03-12-2003 10:41  	07-18-2003 01:28 new
+ Smooth rerolls
+<http://www.rpg.net/pf/read.php?f=110&i=27&t=27> (10) new 	Torben
+Mogensen  	03-12-2003 00:47  	03-16-2003 23:57 new
+ Resolution Mechanics
+<http://www.rpg.net/pf/read.php?f=110&i=25&t=25> (8) new 	Kyle
+Schuant  	03-11-2003 22:14  	03-29-2003 21:28 new
+
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+	
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+
+------------------------------------------------------------------------
+
+
+      Previous columns
+
+    * #8: True Death </news+reviews/columns/dream17jul03.html> by Hunter
+      Logan, 17jul03
+    * #7: Assessing Damage </news+reviews/columns/dream19jun03.html> by
+      Hunter Logan, 19jun03
+    * #6: Putting Theory to the Test
+      </news+reviews/columns/dream12may03.html> by Hunter Logan, 12may03
+    * #5: Resolution Mechanics II
+      </news+reviews/columns/dream14apr03.html> by Hunter Logan, 14apr03
+    * Resolution Mechanics I </news+reviews/columns/dream11mar03.html>
+      by Hunter Logan, 11mar03
+    * Player Goals </news+reviews/columns/dream10feb03.html> by Hunter
+      Logan, 10feb03
+    * Balance of Power </news+reviews/columns/dream20jan03.html> by
+      Hunter Logan, 20jan03
+    * Play Flow First </news+reviews/columns/dream01jan03.html> by
+      Hunter Logan, 01jan03
+
+
+      Other columns </news+reviews/columns.html> at RPGnet
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