Damage types can be used purely for Weaknesses, Resistances, and Immunities. However, these are optional damage type rules. These rules are optional since they add extra complexity and volatility to play that may not be desired. The recommended usage of these rules are for things where they make the most sense. For example, a character having fire breathed at them is very likely to set them in fire, and a character taking damage from freezing weather should be feeling the effects of the Chilled status. Weapon Damage Types - Crush, Cut, Pierce Crush - Probably some armor ignore or something Cut - No special effect I think... cut weapons do the most damage Pierce - Also maybe no special effect here. Advantage of pierce weapons is speed Elemental Damage Types - Fire, Cold, Corrosive, Electric, Magic, Dark, Light, Death, Life NOTE : For now, these don't do their thing... too much of a pain. Once this ruleset is digital though, these and crush/cut/pierce will do stuff finally Fire - For every 10 Fire damage dealt, a resist roll must be made with the most flammable item on the creature damaged. If the resist roll fails, the creature will start Burning. Spending a round to put out the fire allows another attempt at the resist roll. Ignores Armor and Guard. FLAMABILITY RESIST ROLL EXAMPLES Low 1 Wood, skin Moderate 4 Cloth, hair, kindling High 20 Oil, alcohol Cold - For every 10 Cold damage dealt, 1 level of Chilled is applied to the damaged creature. Ignores Armor and Guard. Corrosive - Reduces Armor by 1. Can stack. If there is no Armor left, deals double damage. Ignores Armor and Guard. Armor that has taken Corrosive damage gains the Corroded status and can only be repaired by half the damage rounded up. So a -1 can be reduced to a -0, but a -2 can only be reduced to a -1, and a -6 can only be reduced to a -3. Electric - Electric damage is split between all touching creatures, or creatures connected by conductors. Magic - Pure magic energy damage. Ignores Armor and Guard. Dark - Darkness and entropy... what does it do? Light - Light and energy. Light damage tends to have significantly higher damage values, but it can often be reflected. Death - Death damage only affects living things, and cannot be resisted by living things. TEMPORARILY ON HOLD, IGNORING PROPERTIES FOR NOW There are three primary weapon properties: Crush, Cut, and Stab. Crush weapons bypass some armor. Cut weapons cause extra injury on critical hits. Stab weapons tend to be faster. Some weapons have multiple properties, such as the halberd, which has both the Crush and Cut properties. // TODO : decide whether weapons have set properties, or have alternative usages. a sword can cut, or stab, or crush for example, but only one at a time. yet a halberd will both crush and cut, as would a very very big sword Crush Property Half of damage ignores armor. This means that if the player hits a Defense total of 20 (10 Dodge, 5 Parry, 5 Armor) with an Attack roll of 17, they would deal full damage. It also means that if a player hits the same Defense total with a 15, they would deal 3 Damage. Cut Property If a critical hit occurs, the hit automatically induces 1 extra injury level. This extra injury level can be placed either on the body part hit, or on a connected body part. Stab Property All weapons with the Stab property // all the stab weapons are already balanced as faster (kinda), need to update things in accordance, but I think it should be that stab weapons have a -1 to AP cost. This might work well with being able to use a sword in Cut or Stab mode.