Medieval & Fantasy Minecraft Roleplaying

Greetings Explorer, Navigate into the Lobby!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Be sure to "Get Whitelisted" to join the community on server!

Injuries and Damage

Status
Not open for further replies.

Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Injuries and Damage:
Injuries are categorized as Minor, Major, and Lethal. A character can sustain at most two injuries at a given tier, and any further taken count as an injury of a higher tier; i.e. the third Minor Injury received counts as a Major Injury. These are general categories that are used by other game mechanics to describe only the severity of an injury taken; actually deciding on an appropriate injury and describing what it is is left to the players involved.​
Injuries and healing in this system are considered in the context of a short-term conflict or event, and the methods to tend them are such that a character can continue on in the short term without minding their effect. Full recovery from any injuries sustained is left to time or other means of healing; you don't need to roll medicine checks to heal from something naturally or with appropriate healing RP, they only apply if you're trying to shrug off the mechanical detriment in the short term.​

Mechanical Effects:
Minor Injuries: Do not pose any immediate mechanical detriment.​
Major Injuries: Impose a -4 penalty to any roll made to attack another creature, including spells. This effect stacks.​
Lethal Injuries: Render a character unconscious or otherwise unable to act.​

Tending to Injuries:
Mundane Healing:
Minor Injuries: A single minor injury can be tended quickly with first aid; within 1 minute and a DC 14 Mind+Medicine check​
Major Injuries: A single major injury can be tended in around 5 minutes with a DC 16 Mind+Medicine check, and rest of around one hour.​
Lethal Injuries: A lethal injury can be stabilized with a DC 18 Mind+Medicine check, but requires long term care and rest to recover.​
Magical Healing:
Spells: Heal injuries based on their spell level and description. Generally level 1 spells may heal a Minor Injury, level 2 spells may heal a Major Injury, and level 3+ spells may heal a Lethal Injury.​

Causing Injuries:
Mundane Weapons:
Weapons roll a damage according to their category, as given on the weapon damage table.
Spells:
Damaging spells roll up to 1dn, where n is the level of the spell; i.e. a 1st level spell does at most a minor injury (1d1) and a 4th level spell does at most 1d4. Rolling for the maximum damage is contingent on other effects of the spell, and if a spell does not specify otherwise, a reasonable roll for any spell that is not exclusively damage should be either agreed upon by the parties or resolved by a DM. Cantrips do not deal enough damage to be considered an injury.​
 
Last edited:

Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Changelog 7/19/2023:
There is a further integration with the armor system, such that you can specify the level of injury as an argument for the '/armor roll' command (i.e. /armor roll physical lethal). This will have it roll a number of d10s against the armor DC equal to the level of the injury, and the number failed determines the final outcome (one failure is a minor injury, two would be major, etc.)

This does not increase the overall amount of damage that's expected to be taken, but it does break it up so that there are more instances of taking less damage.

This will be on the server tomorrow, and playtest content must be enabled for this to happen.
 

Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Changelog 7/4/2023:
-Changed spell damage to also be based on #difference in successes, capped by spell level. This was done because the guaranteed flat damage was very strong relative to other sources, and the expected roll difference for most spells should still have them be strong without being as overbearing.

Alternate armor mechanics for playtesting:
A successful armor save reduces incoming damage by one step. If the roll is a 10 (and still successful), damage is reduced by two steps.

(This should significantly reduce the effectiveness of armor, and by extent prompt interaction with mechanics like Glory, reduce combat time, and ease the other issues that crop up with armor being so good such as armor piercing being significantly better than any other alternatives. This change balances it out pretty nicely, where having an AP weapon is still the most reliable choice against armor, but not by so much that it entirely outperforms weapons without it. imo it also feels a bit better when a big hit from the contested roll will still feel like a big hit instead of being entirely eaten by the armor.)
 

Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Changelog 9/24/2023:
  • Damage is now a separate roll, done with /roll damage. Holding a weapon in your main hand will roll for that weapon.
  • Bladed weapons deal 1d4, all other weapons deal 1d3, where 1 = minor injury, 2 = major injury, >2 = lethal injury
  • Spells roll up to 1d[level] for damage, i.e. a level 2 spell would roll 1d2
 
Last edited:

Lannis

You've yeed your last haw
Staff member
Admin
Events Staff
In-Game Tech Staff
Lore Staff
Server Outreach
Server Owner
Shadow Owner
Changelog 9/25/2023:
- Spell damage rephrased to better express intention
 
Status
Not open for further replies.
Top