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* ''VideoGame/AliensVsPredatorExtinction'' has Raw, [[KillItWithFire Fire]], [[AcidAttack Acid]], and [[PercentDamageAttack Dark Plasma]] damage. Raw damage is basic damage from claws, bullets, [[PlasmaCannon plasma globules]], and [[BewareMyStingingTail stinger tails]]. Fire causes DamageOverTime and has a habit of ruining the special abilities of most Aliens if they die while burning (and results in an AttackBackfire when used on Runners and Glaive Masters; as runners explode when burnt and Glaive Masters absorb the energy through their phoenix-hide armor). Acid is dealt through exposure to a xenomorph's corrosive bodily fluids (weather their [[BloodyMurder blood]] or [[SuperSpit saliva]] depends on the breed), and directly reduces Armor protection. Dark Plasma initiates a "controlled energy reaction with the target's mass, allowing it to kill in a limited number of shots;" effectively a percent damage attack (10% for Hunter plasma guns and 25% for the Glaive Master's, er, glaive.)

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* ''VideoGame/AliensVsPredatorExtinction'' has Raw, [[KillItWithFire Fire]], [[AcidAttack Acid]], and [[PercentDamageAttack Dark Plasma]] damage. Raw damage is basic damage from claws, bullets, [[PlasmaCannon plasma globules]], and [[BewareMyStingingTail [[BewareMyStingerTail stinger tails]]. Fire causes DamageOverTime and has a habit of ruining the special abilities of most Aliens if they die while burning (and results in an AttackBackfire when used on Runners and Glaive Masters; as runners explode when burnt and Glaive Masters absorb the energy through their phoenix-hide armor). Acid is dealt through exposure to a xenomorph's corrosive bodily fluids (weather their [[BloodyMurder blood]] or [[SuperSpit saliva]] depends on the breed), and directly reduces Armor protection. Dark Plasma initiates a "controlled energy reaction with the target's mass, allowing it to kill in a limited number of shots;" effectively a percent damage attack (10% for Hunter plasma guns and 25% for the Glaive Master's, er, glaive.)
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* ''VideoGame/AliensVsPredatorExtinction'' has Raw, [[KillItWithFire Fire]], [[AcidAttack Acid]], and [[PercentDamageAttack Dark Plasma]] damage. Raw damage is basic damage from claws, bullets, [[PlasmaCannon plasma globules]], and [[BewareMyStingingTail stinger tails]]. Fire causes DamageOverTime and has a habit of ruining the special abilities of most Aliens if they die while burning (and results in an AttackBackfire when used on Runners and Glaive Masters; as runners explode when burnt and Glaive Masters absorb the energy through their phoenix-hide armor). Acid is dealt through exposure to a xenomorph's corrosive bodily fluids (weather their [[BloodyMurder blood]] or [[SuperSpit saliva]] depends on the breed), and directly reduces Armor protection. Dark Plasma initiates a "controlled energy reaction with the target's mass, allowing it to kill in a limited number of shots;" effectively a percent damage attack (10% for Hunter plasma guns and 25% for the Glaive Master's, er, glaive.)
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* White Wolf games (such as ''[[TabletopGame/NewWorldOfDarkness World of Darkness]]'' and ''TabletopGame/{{Scion}}'') have three separate damage types: bashing ("Ow, that bruises!"), lethal ("OK, that's a bit more than a flesh wound"), and aggravated ("MY VERY BEING IS RENDED!"). Bashing heals in fifteen minutes a level, lethal in two days, and aggravated damage heals in terms of weeks. If damage goes off your chart, it goes up a level - your fists deal bashing damage, but if you keep hitting them you ''will'' beat them to death - and once you run out of bashing levels, it takes a lot of effort not to pass out.
* PlayedWith in ''TabletopGame/TheWitcherGameOfImagination''. Damage itself is just damage, regardless what caused it. But during hit rolls, there are two main groups of defences with three subgroups in each: physical (hand-to-hand, weapons and projectiles) and magical (witchers' signs, magic and prayers). Also, healing from Wounded (less than half of total [[HitPoints Vitality]]) takes few days under medical care. Healing from Dying (less than quarter) requires quick help and then few weeks under care to reach Wounded first.
* ''TabletopGame/{{Mekton}}'' has Hits and Kills - one Kill is 25 Hits (10 hits in the first edition), which has similar effects on unarmored targets, also called the RMIW effect (Red mist in the wind).

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* White Wolf games (such as ''[[TabletopGame/NewWorldOfDarkness World of Darkness]]'' and ''TabletopGame/{{Scion}}'') have three separate damage types: bashing ("Ow, that bruises!"), lethal ("OK, that's a bit more than a flesh wound"), and aggravated ("MY VERY BEING IS RENDED!"). Bashing heals in fifteen minutes a level, lethal in two days, and aggravated damage heals in terms of weeks. If damage goes off your chart, it goes up a level - your fists deal bashing damage, but if you keep hitting them them, you ''will'' beat them to death - and once you run out of bashing levels, it takes a lot of effort not to pass out.
* PlayedWith in ''TabletopGame/TheWitcherGameOfImagination''. Damage itself is just damage, regardless what caused it. But during hit rolls, there are two main groups of defences with three subgroups in each: physical (hand-to-hand, weapons and projectiles) and magical (witchers' signs, magic and prayers). Also, healing from Wounded (less than half of total [[HitPoints Vitality]]) takes a few days under medical care. Healing from Dying (less than a quarter) requires quick help and then a few weeks under care to reach Wounded first.
* ''TabletopGame/{{Mekton}}'' has Hits and Kills - one Kill is 25 Hits (10 hits in the first edition), which has similar effects on unarmored targets, also called the RMIW effect (Red mist in the wind).



* ''TabletopGame/{{GURPS}}'' takes this every possible way it could be handled. There's burning, corrosion, crushing, cutting, impaling, small piercing, piercing, large piercing, huge piercing and toxic. All damage types will end up reducing the victim's hit points--you don't have to track damage separately for the different types--but some damage types give a multiplier to the amount of damage that gets through the victim's armor. Further, some kinds of armor give varying amounts of protection depending on what sort of damage they are protecting from. On top of that there are also attacks that damage fatigue points, making characters more exhausted rather than damaged. Then after all of that it also handles radiation damage as a sort of hybrid between the other types of damage. In short it has rules for every possible way one could cause damage, and different ways characters are expected to react to them.

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* ''TabletopGame/{{GURPS}}'' takes this every possible way it could be handled. There's burning, corrosion, crushing, cutting, impaling, small piercing, piercing, large piercing, huge piercing and toxic. All damage types will end up reducing the victim's hit points--you points -- you don't have to track damage separately for the different types--but some damage types give a multiplier to the amount of damage that gets through the victim's armor. Further, some kinds of armor give varying amounts of protection depending on what sort of damage they are protecting from. On top of that there are also attacks that damage fatigue points, making characters more exhausted rather than damaged. Then after all of that it also handles radiation damage as a sort of hybrid between the other types of damage. In short it has rules for every possible way one could cause damage, and different ways characters are expected to react to them.
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weather move makes contact or not is seperate from weather a move is physical or special there are plenty of non contact physical moves and a few special moves that make contact


* In Gen 3 and later ''Franchise/{{Pokemon}}'' games, in addition to the ElementalRockPaperScissors, attacks also have a property called "contact". Attacks that make contact entail a Pokémon making direct physical contact with their opponent, while attacks that do not make contact entail a Pokémon attacking from range without physically touching them. As a rule of thumb, physical moves make contact, while special moves do not. Some moves and abilities are dependent on a Pokémon making contact: Spiky Shield inflicts damage on an opposing Pokémon if their attack makes contact, for instance, while Poison Touch has a chance of inflicting poison if the Pokémon with this ability lands an attack that makes contact.

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* In Gen 3 and later ''Franchise/{{Pokemon}}'' games, in addition to the ElementalRockPaperScissors, attacks also have a property called "contact". Attacks that make contact entail a Pokémon making direct physical contact with their opponent, while attacks that do not make contact entail a Pokémon attacking from range without physically touching them. As a rule of thumb, physical moves usually make contact, while special moves do not.ones rarely do. Some moves and abilities are dependent on a Pokémon making contact: Spiky Shield inflicts damage on an opposing Pokémon if their attack makes contact, for instance, while Poison Touch has a chance of inflicting poison if the Pokémon with this ability lands an attack that makes contact.
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* ''VideoGame/StarTrekOnline''uses this. There are 6 different types of damage that can be dealt by Energy weapons: Phasers, Disruptors, Plasma, Tetryon, Polaron, Anti-Proton, or Proton. Certain enemies use certain types (Federation uses Phasers, Klingons use Disruptors, etc.) but players can use any of these. Certain types of shields or modules for your ship can increase resistance (or effectiveness) to a specific type of damage, which can be very helpful in the face of an enemy with that preference. There's also Cold damage (frequently used by the Breen), Fire damage (environmental), Toxic damage (Gorn's poison bite), Electrical, Kinetic damage (Torpedoes and Grenades), Psionic (Reman Psychic attacks) and Physical damage (Punches, melee weapons.) These latter ones, with the exception of Kinetic, are only possible in ground combat.

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* ''VideoGame/StarTrekOnline''uses ''VideoGame/StarTrekOnline'' uses this. There are 6 different types of damage that can be dealt by Energy weapons: Phasers, Disruptors, Plasma, Tetryon, Polaron, Anti-Proton, or Proton. Certain enemies use certain types (Federation uses Phasers, Klingons use Disruptors, etc.) but players can use any of these. Certain types of shields or modules for your ship can increase resistance (or effectiveness) to a specific type of damage, which can be very helpful in the face of an enemy with that preference. There's also Cold damage (frequently used by the Breen), Fire damage (environmental), Toxic damage (Gorn's poison bite), Electrical, Kinetic damage (Torpedoes and Grenades), Psionic (Reman Psychic attacks) and Physical damage (Punches, melee weapons.) These latter ones, with the exception of Kinetic, are only possible in ground combat.

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Per Not A Subversion, "partial subversions" aren't a thing.


* ''TabletopGame/SeventhSea'' is a partial subversion in that ''all'' damage initially starts as inconsequential Flesh Wounds which do not hamper a character directly and heal automatically at the end of the scene. However, whenever Flesh Wounds are gained, the character has to roll Brawn against the total number of Flesh Wounds he has. Success means he simply keeps the Flesh Wounds he has, but failure causes him to lose all Flesh Wounds and gain a number of Dramatic Wounds. This usually works 1 Dramatic at a time, but failing by a certain amount causes additional Dramatics, and ''that's'' when the damage type is relevant (though only the most recent source of wounds). For example, a character gains an extra Dramatic Wound for every 20 he came up short from being punched or stabbed, but will gain 1 extra Dramatic for every 10 he was short for being shot, and for every 5 from being caught in an explosion.

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* ''TabletopGame/SeventhSea'' is a partial subversion in that ''all'' ''TabletopGame/SeventhSea'': All damage initially starts as inconsequential Flesh Wounds which do not hamper a character directly and heal automatically at the end of the scene. However, whenever Flesh Wounds are gained, the character has to roll Brawn against the total number of Flesh Wounds he has. Success means he simply keeps the Flesh Wounds he has, but failure causes him to lose all Flesh Wounds and gain a number of Dramatic Wounds. This usually works 1 Dramatic at a time, but failing by a certain amount causes additional Dramatics, and ''that's'' when the damage type is relevant (though only the most recent source of wounds). For example, a character gains an extra Dramatic Wound for every 20 he came up short from being punched or stabbed, but will gain 1 extra Dramatic for every 10 he was short for being shot, and for every 5 from being caught in an explosion.


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* ''TabletopGame/DeadOfWinter'' has regular Wounds, Frostbite Wounds that cause DamageOverTime, and Despair that advances the character towards {{death|ByDespair}} just like physical harm. Most healing and preventative effects only work on specific kinds of damage; in particular, Despair can't be removed by ordinary healing.

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See also ElementalRockPaperScissors. Not to be confused with anything that impairs your ability to type on a computer.

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See also ElementalRockPaperScissors.ElementalRockPaperScissors and NonHealthDamage. Not to be confused with anything that impairs your ability to type on a computer.


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* ''TabletopGame/MiceAndMystics'': Most damage is dealt in wounds, but a few enemies inflict poison wounds that can only be removed by effects that specifically target poison.
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On second thought, this doesn't appear to be an example.


* ''TabletopGame/ArkhamHorror'' distinguishes physical damage (from most weapons) and magical damage (from most damage-dealing spells and enchanted weapons). They both attack HitPoints in the same way, but some targets are resistant or immune to a given damage type.
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* ''TabletopGame/ArkhamHorror'' distinguishes physical damage (from most weapons) and magical damage (from most damage-dealing spells and enchanted weapons). They both attack HitPoints in the same way, but some targets are resistant or immune to a given damage type.
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* ''VideoGame/TheOuterWorlds'' has Plasma (extra damage to all biological enemies except [[BigCreepyCrawlies Mantisaurs]]), Shock (extra damage to all robotic enemies), Corrosive (DamageOverTime to all enemies), and N-ray (DamageOverTime to biologicals in a certain radius).

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* ''VideoGame/TheOuterWorlds'' has Physical, Plasma (extra damage to all biological enemies except [[BigCreepyCrawlies Mantisaurs]]), Shock (extra damage to all robotic enemies), Corrosive (DamageOverTime to all enemies), and N-ray (DamageOverTime (armor-ignoring Damage-over-Time to biologicals in a certain radius).radius; usually about half of what you'd do if you were using a Physical weapon of the same type and quality).
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* ''VideoGame/TheOuterWorlds'' has Plasma (extra damage to all biological enemies except [[BigCreepyCrawlies Mantisaurs]]), Shock (extra damage to all robotic enemies), Corrosive (DamageOverTime to all enemies), and N-ray (DamageOverTime to biologicals in a certain radius).
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** Also in 5th Edition, rather than having ContractualBossImmunity, boss-appropriate monsters often have Legendary Resistance: The first three failed saving throws, usually StandardStatusEffects, are ignored. The fourth, however, takes full effect and is usually debilitating enough to remind you why ContractualBossImmunity exists. So, effectively, all bosses have 4 HitPoints that can only be removed by one status each.

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** Also in 5th Edition, rather than having ContractualBossImmunity, boss-appropriate monsters often have Legendary Resistance: The first three failed saving throws, usually StandardStatusEffects, StatusEffects, are ignored. The fourth, however, takes full effect and is usually debilitating enough to remind you why ContractualBossImmunity exists. So, effectively, all bosses have 4 HitPoints that can only be removed by one status each.



* ''VideoGame/AgeOfWonders II'' has a set of flags for an attack which could inflict StandardStatusEffects: Fire (Burning), Cold (Frozen), Lightning (Stunned), Magic, Poison (Poisoned), Death (Cursed), Holy (Vertigo), Physical, Wall-crushing (2x for machines and gates, affects walls and other map objects).

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* ''VideoGame/AgeOfWonders II'' has a set of flags for an attack which could inflict StandardStatusEffects: StatusEffects: Fire (Burning), Cold (Frozen), Lightning (Stunned), Magic, Poison (Poisoned), Death (Cursed), Holy (Vertigo), Physical, Wall-crushing (2x for machines and gates, affects walls and other map objects).
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* ''VideoGame/StarCraft'' has damage types linked to unit size. Normal damage is only reduced by armor values. Explosive deals full damage to Large units and half to small, and Concussive deals full damage to Small units and half to large. Medium units take 75% from both types. [[VideoGame/StarCraft2 The sequel]] has a Keyword system that causes Light, Biological, Mechanical, Psionic, or Massive units to take extra damage from certain attacks/abilities.

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* ''VideoGame/StarCraft'' has damage types linked to unit size. Normal damage is only reduced by armor values. Explosive deals full damage to Large units and half to small, and Concussive deals full damage to Small units and half to large. Medium units take 75% from both types. [[VideoGame/StarCraft2 The sequel]] has a Keyword system that causes Light, Armored, Biological, Mechanical, Psionic, or Massive units to take extra more damage from certain attacks/abilities.attacks/abilities (or to NoSell certain StatusEffects, in the case of Massive).

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