Damage and Combat: Difference between revisions

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In ''[[The Domains of Dread]],'' damage during combat may be either mundane or exceptional, depending on its damage type. Mundane sources of damage are always resisted by untyped <code>DR</code> assuming the source does not have Enhancement Bonus equal to or in excess of its penetration threshold, for example a +1 [[Weapons|shortsword]] piercing <code>5/+1 DR</code>, but not <code>5/- DR</code>. Sources of <code>/- DR</code> may also be called "soak" and stack with each other - <code>/[+x] DR</code> do not stack with instances of the same type. Exceptional sources of damage are resisted by specific instances of <code>DR</code> typed to that damage or if the general <code>DR</code> source clarifies that it also absorbs exceptional damage.
In ''[[The Domains of Dread]]'', damage dealt during combat may be either mundane or exceptional depending on its damage type. Mundane sources of damage are always resisted by untyped DR assuming the source does not have an Enhancement Bonus applied equal or in excess of its penetration threshold—for example a +1 [[Weapons|shortsword]] bypasses <code>5/+1 DR</code>, but not <code>5/- DR</code>. Sources of <code>/- DR</code> may also be called “soak” and stack with each other, but <code>/[+x] DR</code> sources do not. Exceptional sources of damage are resisted by <code>DR</code> specific to that damage type or if the <code>DR</code> source clarifies that it absorbs all damage in its text.


== Damage Types ==
== Damage Types ==
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=== Mundane Damage ===
=== Mundane Damage ===


* ''<code>Bludgeoning</code>'': Inflicted primarily by bludgeoning weapons, as in denting and breaking through blunt force.
* ''<code>Bludgeoning</code>'': Inflicted mostly by bludgeoning weapons, as in denting and breaking through blunt force.
* ''<code>Crushing</code>'': Inflicted primarily by certain spell and spell-like abilities, as in asphyxiation or sudden respiratory trauma.
* ''<code>Crushing</code>'': Inflicted mostly by certain [[spells]] and spell-like abilities, as in asphyxiation or sudden respiratory trauma.
* <code>'''''Piercing'''''</code>: Inflicted primarily by piercing weapons, as in puncturing or stabbing.
* <code>''Piercing''</code>: Inflicted mostly by piercing weapons, as in puncturing or stabbing.
* ''<code>Slashing</code>'': Inflicted primarily by slashing weapons, as in cutting or flaying.
* ''<code>Slashing</code>'': Inflicted mostly by slashing weapons, as in cutting or flaying.
* ''<code>Subdual</code>'': Alternatively called nonlethal damage, as in concussing or otherwise incapacitating a target without lasting harm. Inflicted primarily through tools and the ''subdual'' combat mode.
* ''<code>Subdual</code>'': Also called <code>nonlethal damage</code>, as in concussing or otherwise incapacitating a target without lasting harm. Inflicted mostly by items and the ''subdual'' combat mode.


=== Exceptional Damage ===
=== Exceptional Damage ===


* <code>'''''Acid'''''</code>: Inflicted primarily through tools and by certain spell and spell-like abilities, as in sudden corrosion or dissolution.
* <code>''Acid''</code>: Inflicted mostly by items and by certain spells and spell-like abilities, as in sudden corrosion or dissolution.
* <code>'''''Astral'''''</code>: Inflicted primarily by certain spell and spell-like abilities, as in psychic forces or effects otherwise resonant with the Dread Astral. Visually appears as ''untyped'' in-game.
* <code>''Astral''</code>: Inflicted mostly by certain spells and spell-like abilities, as in psychic forces or effects otherwise resonant with the Dread Astral. Visually appears as ''untyped'' ingame.
* <code>'''''Cold'''''</code>: Inflicted primarily through tools and by certain spell and spell-like abilities, as in hypothermia or flash heat loss.
* <code>''Cold''</code>: Inflicted mostly by items and by certain spells and spell-like abilities, as in hypothermia or flash heat loss.
* ''<code>'''Divine'''</code>'': Inflicted primarily by certain spell and spell-like abilities, as in intangible forces associated with [[ideoligions]] or true faith.
* ''<code>Divine</code>'': Inflicted mostly by certain spells and spell-like abilities, as in intangible forces associated with [[ideoligions]] or true faith.
* ''<code>Electrical</code>'': Inflicted primarily through tools and by certain spell and spell-like abilities, as in powerful shocks and lightning.
* ''<code>Electrical</code>'': Inflicted mostly by items and by certain spells and spell-like abilities, as in powerful shocks and lightning.
* <code>''Fire''</code>: Inflicted primarily through tools and by certain spell and spell-like abilities, as in immolation or rapid heat gain.
* <code>''Fire''</code>: Inflicted mostly by items and by certain spells and spell-like abilities, as in immolation or rapid heat gain.
* <code>''Force''</code>: Inflicted primarily by certain spell and spell-like abilities, as in arcane or ephemeral, magical power.
* <code>''Force''</code>: Inflicted mostly by certain spells and spell-like abilities, as in arcane or ephemeral, magical power.
* ''<code>Poison</code>'': Inflicted primarily through tools and certain spell and spell-like abilities, as in noxious, invective forces.
* ''<code>Poison</code>'': Inflicted mostly by items and certain spells and spell-like abilities, as in noxious, invective forces.
* ''<code>Positive Energy</code>'': Inflicted primarily by restorative spell and spell-like abilities, heals living targets and damages only the unliving.
* ''<code>Positive Energy</code>'': Inflicted mostly by restorative spells and spell-like abilities, healing living targets and damaging only the unliving.
* <code>''Primeval''</code>: Inflicted primarily by certain spell and spell-like abilities, as in natural forces at their most raw and unrefined.
* <code>''Primeval''</code>: Inflicted mostly by certain spells and spell-like abilities, as in natural forces at their most raw and unrefined.
* ''<code>Necrotic</code>'': Inflicted primarily by certain spell and spell-like abilities, as in rot or sudden leeching of vitality.
* ''<code>Necrotic</code>'': Inflicted mostly by certain spells and spell-like abilities, as in rot or sudden leeching of vitality.
* <code>''Negative Energy''</code>: Inflicted primarily by certain spell and spell-like abilities, heals unliving targets and damages only the living.
* <code>''Negative Energy''</code>: Inflicted mostly by certain spells and spell-like abilities, healing unliving targets and damaging only the living.
* ''<code>Sonic</code>'': Inflicted primarily by certain spell and spell-like abilities, as in extreme sound or otherwise aural forces.
* ''<code>Sonic</code>'': Inflicted mostly by certain spells and spell-like abilities, as in extreme sound or otherwise aural forces.
* ''<code>Untyped</code>'': The source of damage either eludes or falls outside normal classification.
* ''<code>Untyped</code>'': The source of damage either eludes or falls outside normal classifications.


== Combat Modes ==
== Combat Modes ==
At discretion a character may modify their combat mode to one of the following using [[Chat Commands|chat command]] ''<code>!combatmode [shortname or opcode]</code>,'' short alias ''<code>!cm</code>'':
At the player’s discretion they may change their character’s combat mode to one of the following using the <code>''!combatmode [shortname or opcode]''</code>, short alias ''<code>!cm</code>'' [[Chat Commands|chat command]]:


* ''<code>default</code>'' or <code>1</code>: The character will proceed with normal damage against both AI and human-controlled targets that are either hostile or have been set to hostile.
* <code>''default''</code> or <code>001</code>: The character proceeds with normal damage against human- and AI-controlled entities who are either hostile to the character or have been set as hostile by the character.
* ''<code>hostile</code>'' or <code>2</code>: The character will proceed as though they are hostile to all in range, including otherwise neutral AI or human-controlled targets. Sends a notification to human-controlled targets affected. To set this mode for one target in particular, use chat command ''<code>!hostile</code>'' or ''<code>!h</code>'' and pick the target with the reticle that appears. Selecting them again will un-hostile.
* ''<code>hostile</code>'' or <code>002</code>: The character proceeds as though they are hostile to any human- or AI-controlled entity in range, including those who would otherwise be neutral. Sends a notification to all human-controlled targets affected. To become hostile to a single target, use the <code>''!hostile''</code>, short alias ''<code>!h</code>'' chat command and pick the target with the reticle that appears. Selecting that target again will remove hostile.
* ''<code>subdual</code>'' or <code>3</code>: The character will proceed with only subdual damage on their normal, unaltered weapon attacks. No effect on spells.
* ''<code>subdual</code>'' or <code>003</code>: The character proceeds only with subdual damage in place of normal damage on their unaltered weapon attacks. No effect on spells.
* ''<code>peaceful</code>'' or <code>4</code>: The character will not initiate weapon attacks of any kind, including attacks of opportunity, even if otherwise attacked. No effect on spells.
* <code>peaceful</code> or <code>004</code>: The character proceeds without initiating weapon attacks of any kind, including attacks of opportunity, even if they are otherwise attacked. No effect on spells.
Characters will not proceed with lethal damage on any player character who they have not marked with the ''<code>!fd</code>'' chat command, per the [[Character versus Character Rules]].

Latest revision as of 23:07, 4 June 2025

In The Domains of Dread, damage dealt during combat may be either mundane or exceptional depending on its damage type. Mundane sources of damage are always resisted by untyped DR assuming the source does not have an Enhancement Bonus applied equal or in excess of its penetration threshold—for example a +1 shortsword bypasses 5/+1 DR, but not 5/- DR. Sources of /- DR may also be called “soak” and stack with each other, but /[+x] DR sources do not. Exceptional sources of damage are resisted by DR specific to that damage type or if the DR source clarifies that it absorbs all damage in its text.

Damage Types

Mundane Damage

  • Bludgeoning: Inflicted mostly by bludgeoning weapons, as in denting and breaking through blunt force.
  • Crushing: Inflicted mostly by certain spells and spell-like abilities, as in asphyxiation or sudden respiratory trauma.
  • Piercing: Inflicted mostly by piercing weapons, as in puncturing or stabbing.
  • Slashing: Inflicted mostly by slashing weapons, as in cutting or flaying.
  • Subdual: Also called nonlethal damage, as in concussing or otherwise incapacitating a target without lasting harm. Inflicted mostly by items and the subdual combat mode.

Exceptional Damage

  • Acid: Inflicted mostly by items and by certain spells and spell-like abilities, as in sudden corrosion or dissolution.
  • Astral: Inflicted mostly by certain spells and spell-like abilities, as in psychic forces or effects otherwise resonant with the Dread Astral. Visually appears as untyped ingame.
  • Cold: Inflicted mostly by items and by certain spells and spell-like abilities, as in hypothermia or flash heat loss.
  • Divine: Inflicted mostly by certain spells and spell-like abilities, as in intangible forces associated with ideoligions or true faith.
  • Electrical: Inflicted mostly by items and by certain spells and spell-like abilities, as in powerful shocks and lightning.
  • Fire: Inflicted mostly by items and by certain spells and spell-like abilities, as in immolation or rapid heat gain.
  • Force: Inflicted mostly by certain spells and spell-like abilities, as in arcane or ephemeral, magical power.
  • Poison: Inflicted mostly by items and certain spells and spell-like abilities, as in noxious, invective forces.
  • Positive Energy: Inflicted mostly by restorative spells and spell-like abilities, healing living targets and damaging only the unliving.
  • Primeval: Inflicted mostly by certain spells and spell-like abilities, as in natural forces at their most raw and unrefined.
  • Necrotic: Inflicted mostly by certain spells and spell-like abilities, as in rot or sudden leeching of vitality.
  • Negative Energy: Inflicted mostly by certain spells and spell-like abilities, healing unliving targets and damaging only the living.
  • Sonic: Inflicted mostly by certain spells and spell-like abilities, as in extreme sound or otherwise aural forces.
  • Untyped: The source of damage either eludes or falls outside normal classifications.

Combat Modes

At the player’s discretion they may change their character’s combat mode to one of the following using the !combatmode [shortname or opcode], short alias !cm chat command:

  • default or 001: The character proceeds with normal damage against human- and AI-controlled entities who are either hostile to the character or have been set as hostile by the character.
  • hostile or 002: The character proceeds as though they are hostile to any human- or AI-controlled entity in range, including those who would otherwise be neutral. Sends a notification to all human-controlled targets affected. To become hostile to a single target, use the !hostile, short alias !h chat command and pick the target with the reticle that appears. Selecting that target again will remove hostile.
  • subdual or 003: The character proceeds only with subdual damage in place of normal damage on their unaltered weapon attacks. No effect on spells.
  • peaceful or 004: The character proceeds without initiating weapon attacks of any kind, including attacks of opportunity, even if they are otherwise attacked. No effect on spells.

Characters will not proceed with lethal damage on any player character who they have not marked with the !fd chat command, per the Character versus Character Rules.