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rules:damage [2025/07/02 22:51] – Ron Helwigrules:damage [2025/08/18 08:16] (current) – Ron Helwig
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 <WRAP tip> <WRAP tip>
 Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**. Even 1 point of damage **beyond the target's Evasion** causes at least a **Minor Wound**.
 +</WRAP>
 +
 +<WRAP todo>
 +Consider just making the rule be that you lose 1 HP per Damage Threshold of damage. That is, you would divide the damage you take by your threshold, rounding up, and that's how many HP you lose.
 +
 +Alternatively have unlimited thresholds, with each threshold being twice the previous one. For example, if your threshold is calculated at 8, then you would take damage like: \\\ 
 +- damage is 1-8 → lose 1HP
 +- damage is 9-16 → lose 2HP
 +- damage is 17-32 → lose 3HP
 +- damage is 33-64 → lose 4HP
 +- etc.
 +
 </WRAP> </WRAP>
  
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 <WRAP info> <WRAP info>
-Serious Threshold = 5 + Fortitude + Armor + Shield \\\  +$$ 
-Critical Threshold = 2 × Serious Threshold+\text{Serious Threshold= 5 + \text{Fortitude\text{Armor\text{Shield\\\  
 +\text{Critical Threshold= 2 × \text{Serious Threshold} 
 +$$
 </WRAP> </WRAP>
  
-See [[rules:armor|Armor]] and [[rules:stress|Fortitude]] for more.+See [[rules:armor|Armor]] for more.
  
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 Each hit causes **1–3 HP** loss depending on wound severity.   Each hit causes **1–3 HP** loss depending on wound severity.  
-At the beginning of the first turn they are at **0 HP**, the player must choose:+At the beginning of the first turn they are at **0 HP**, the player must choose one of the three following options:
  
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