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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.


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09-22-2003 11:35  	09-22-2003 11:35 new
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<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
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 Thanks, Hunter
<http://www.rpg.net/pf/read.php?f=110&i=80&t=80> (4) new 	Allan
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<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
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<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
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<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
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<http://www.rpg.net/pf/read.php?f=110&i=53&t=53> (7) new 	Torben
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 lucky or skilled
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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
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 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
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<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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------------------------------------------------------------------------


      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


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