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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| rules:damage [2025/07/05 21:30] – Ron Helwig | rules: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' | Even 1 point of damage **beyond the target' | ||
| + | </ | ||
| + | |||
| + | <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. | ||
| + | |||
| </ | </ | ||
| Line 40: | Line 52: | ||
| <WRAP info> | <WRAP info> | ||
| - | Serious Threshold = 5 + Fortitude + Armor + Shield \\\ Â | + | $$Â |
| - | Critical Threshold = 2 × Serious Threshold | + | \text{Serious Threshold} = 5 + \text{Fortitude} + \text{Armor} + \text{Shield} \\\  |
| + | \text{Critical Threshold} = 2 × \text{Serious Threshold} | ||
| + | $$ | ||
| </ | </ | ||
