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Damage Types
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raithyn
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PostPosted: Thu Jun 29, 2023 8:59 pm    Post subject: Damage Types Reply with quote

The start of my toying with D6 weapons is playing with damage type descriptions. Here is what I have so far:

Physical Damage
    Physical: cryoban damage is rolled normally but treat any result more serious than “stunned” as “immobilized until the end of the next round.” An immobilized creature cannot take any actions or use any skills that are based on movement.
    Physical: fire damage is inflicted each round until all flames affecting a character are extinguished.
Energy Damage
    Energy: ionization damage only effects electrical systems.
    Energy: sonic damage attacks cannot be deflected with a lightsaber.
    Energy: stun damage is rolled normally but treat any result more serious than “stunned” as “unconscious for 2D minutes.” Droids, vehicles, and objects are immune to stun damage.
Hybrid Damage
    • Targets resist hybrid damage with the lower of their physical or energy armor die codes.

The one unique type I don't have a standard definition for yet is entangle. It seems that while this always ties the character up in some measure, the mechanical impact is rarely the same between two instances. I don't have enough experience with the game to feel comfortable picking one as the universal standard to overwrite other versions.

I also debate whether carbonite or freezing damage is a better label. I'm using the former since all instances I've been interested in are specifically tied to carbonite but it may be useful to have the more general form.

Feedback on these and any important categories I'm missing is welcome.


Last edited by raithyn on Sat Nov 18, 2023 5:41 pm; edited 1 time in total
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garhkal
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PostPosted: Fri Jun 30, 2023 1:06 am    Post subject: Reply with quote

How would you see something like an acid attack? Or a flame thrower?
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raithyn
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PostPosted: Fri Jun 30, 2023 6:13 am    Post subject: Reply with quote

A flamethrower does fire damage. There's only a single number for it's initial and DOT.

None of the weapons I've pulled do acid damage. Do you have any in particular I can reference? It's definitely a physical subtype. I'd either lean toward another DOT effect, just adding damage dice, or giving acid the potential to corrode worn equipment. That's all based on my experience with other games.
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Phalanks Balas
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PostPosted: Fri Jun 30, 2023 10:51 am    Post subject: Reply with quote

And what about grenades and thermal detonator ?
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raithyn
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PostPosted: Fri Jun 30, 2023 12:37 pm    Post subject: Reply with quote

Good question. I debated both for a while until I realized that I felt confident fire and carbonite attacks are both forms of physical damage. From there, it seemed logical to say standard frag grenades and thermal detonators are both physical damage as well, no subtype needed since there's no additional mechanical effect in play.

Stun, ion, and cryoban grenades all have matching physical or energy subtypes. Glop/adhesive/sticky grenades are entangle, so they don't do actual damage but will restrict movement.
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Whill
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PostPosted: Fri Jun 30, 2023 1:00 pm    Post subject: Re: Damage Types Reply with quote

This thread pointed out to me that my Star Wars D6 Damage site refers to "physical" and "energy" damage but never really defines them. I need to remedy that. Thanks for posting this thread.
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Last edited by Whill on Fri Jun 30, 2023 11:23 pm; edited 1 time in total
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garhkal
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PostPosted: Fri Jun 30, 2023 2:45 pm    Post subject: Reply with quote

raithyn wrote:
A flamethrower does fire damage. There's only a single number for it's initial and DOT.

None of the weapons I've pulled do acid damage. Do you have any in particular I can reference? It's definitely a physical subtype. I'd either lean toward another DOT effect, just adding damage dice, or giving acid the potential to corrode worn equipment. That's all based on my experience with other games.


Kevlarik Dissuader (galadiniums), does 3d phys, 3d acid.

And fire i was more on is that to you, energy, or physical (OR BOTH)?
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raithyn
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PostPosted: Fri Jun 30, 2023 9:03 pm    Post subject: Reply with quote

garhkal wrote:
And fire i was more on is that to you, energy, or physical (OR BOTH)?


Sorry, I misunderstood. As Whill called out, I haven't specifically defined the top-level terms here. Honestly, I haven't needed to write them out anywhere in my own materials yet. My functional definition has been that energy damage is anything related to photons, lasers, plasma, or electricity while physical damage is anything related to material or thermodynamic impacts. If a weapon does pure damage without an additional effect (only affecting droids, immobilizing the target, etc.), it just gets one of those two top level labels with everything else being descriptive flavor.

I debated on the thermodynamic part but ultimately decided that since heat and cold can be resisted with cloth padding that a blaster bold would basically ignore, they should be resisted by physical armor. Therefore, fire damage is a subset of physical damage for my taxonomy.

As an aside, the bowcaster is the only weapon I assigned hybrid damage so far since it has an explosive metal quarrel sheathed in plasma. That also gives it a bit more punch. Per RAW, it's stats are worse than a standard blaster pistol.

garhkal wrote:
Kevlarik Dissuader (galadiniums), does 3d phys, 3d acid.


Having now looked it up, I actually like the dissuader quite a bit. It's much more aesthetically pleasing than many of the surrounding weapons too.

Quote:
Damage: 3D; 3D acid burn damage for three rounds unless character has hardened materials which resist acids.


This this a pretty well-defined damage over time (DOT) mechanic but there's no rules support for which materials resist acid and which don't. I think I'd need to rewrite that to specifically call out metal, glass, etc. so there's no confusion when running an open table with all-new players.
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raithyn
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PostPosted: Sat Nov 18, 2023 5:43 pm    Post subject: Reply with quote

Edit explanation: I changed carbonite damage to cryoban damage.

That's just a reflection of the fact that multiple chemical compounds might be used for a given attack to produce sub-zero temperatures.
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raithyn
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PostPosted: Sun Jun 09, 2024 10:25 pm    Post subject: Reply with quote

I have a "new" damage type. (Really just an attempted definition for one of the originals from WEG.) I also have some condition tags I'm trying to standardize for handouts.

My goal is to make nets and grappling more consistent and intuitive for players. Obviously, narrative elements may modify these conditions (someone in cuffs may be more limited than just being grappled without being immobilized), but they're what I'm using for standard starting points.

As always, critique is welcome.


Entangle Damage
Entangle damage does not deal wounds. Instead, on a successful attack, the target is grappled with the entangle damage representing the difficulty number for any attempt to escape.


CONDITIONS

Prone
    • The character’s movement speed is halved while crouching or crawling.
    • Subtract 2D from the combat difficulty when attacking a prone target at Point Blank or Short range, but add 2D to combat difficulty when attacking at Medium or Long range.
    • Characters who willingly get low to the ground or make themselves small may get into and out of the position as a free action. However, characters forced into that position, such as a result of being thrown, need to make an effort to stand, which counts as an action.

Grappled
The character suffers a −2D penalty to all actions, including initiative rolls. The character or object imposing the condition can automatically inflict normal damage to the character each round.

Breaking a hold or snapping bolds requires an opposed Strength or brawling roll. Slipping free from a net or snare requires a Dexterity or climbing/jumping roll and takes 1D rounds.

When the affected character attempts to free themselves, the character or object imposing the condition resists with the brawling skill, entangle damage, or a Body Strength roll, as appropriate to the situation.

Immobilized
The character is completely paralyzed but remains conscious.
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raithyn
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PostPosted: Fri Jun 28, 2024 11:29 am    Post subject: Reply with quote

I'm considering the addition of two more damage types:


Physical: Acid Damage

I don't have strong rules for this yet but I want it to eat away at physical armor. Perhaps 1 pip per successful attack. Maybe add +1D damage if there's no physical armor code?

The why: I envision any acid weapons to have low damage. The goal is to allow players (and enemies) to chip away at high armor values so other weapons become more effective, not to use the acid weapon in isolation. Giving the players some reason to care about armor repair seems like a nice bonus. There's also history of this using Star Wars Galaxies where acid damage caused increased critical chance against the target for a short period.

Acid is pretty common across the board so here are how other SW systems deal with it:

• The only D6 weapon I've seen acts similar to my fire damage. I'm not in a hurry to create duplicate abilities.
• Saga also acts similarly to my fire damage.
• It's not included in KotOR.
• SW5e sees it dissolve creatures reduced to 0 HP so they can't be revived.
• FFG literally just uses their fire damage tag with the caveat that rolling on the ground won't stop the burn like normal.


Energy: Electrical Damage

Energy: electrical damage ignores personal armor that resists energy damage. Can be blocked but not deflected with a lightsaber.

The why: These weapons should be expensive, rare, and energy intensive. Probably higher damage output than acid weapons, but still lower than similar energy damage weapons. Again, they exist to deal with high-armor opponents. There's a bunch of context media I'm drawing from here.

• Star Wars legends and Disney canon both include lightning weapons with interesting effects, most notably bypassing armor.
• Force lightning uses these rules. In 2e it includes a stun effect.
• Star Wars Galaxies had the lightning rifle and heavy lightning rifle. Armor was usually more vulnerable to lightning damage than kinetic or energy damage and targets would have reduced accuracy after a critical hit.
• In the KotOR games, overloading a terminal released insta-kill (1000 dmg) lightning on the area. Force lightning powers use Force damage which bypasses armor instead of electrical damage which does have armor options.
• Saga doesn't have lightning weapons and uses Force damage for Force lightning.
• SW5e has several lightning weapons. All of them have some amount of armor penetration; the larger weapons have a stun effect.
• FFG doesn't have lightning modeled even as a Force power. The Harm option of the Heal/Harm force power (which I think is the analogue?) ignores soak.
• The Carbon Gray D6MV rules include a lightning gun which bypasses ARM.

I am nesting it under energy instead of making it special like I did with hybrid damage even though it bypasses energy armor because I want Absorb/Dissipate Energy to still apply. It also just feels more correct to aknowledge lightning as a form of energy rather than create a nebulous "Force damage" or some such category. I don't feel the need to add a stun effect since Stunned is already the most common condition in combat.
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CRMcNeill
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PostPosted: Fri Jun 28, 2024 12:31 pm    Post subject: Reply with quote

My thoughts…

Radiation Damage

Fire Dsmage

Environmental Damage

Movement Damage
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raithyn
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PostPosted: Fri Jun 28, 2024 1:33 pm    Post subject: Reply with quote

CRMcNeill wrote:
My thoughts…

Radiation Damage

Fire Dsmage

Environmental Damage

Movement Damage


Thanks! Those are all great resources. I think comparing our posts that my GMing style is less granular/more abstracted than yours but most of the ideas still play pretty well together. The movement damage in particular is a fun idea for how to scale up entangle attacks.
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pakman
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PostPosted: Sat Jun 29, 2024 5:14 pm    Post subject: Reply with quote

TLDR:

I missed this a while ago, for posterity - my entable rule is;

Some weapons do an entangle damage, which is resisted by Agility, then if failed, that also sets the difficulty of breaking out.

People tangled up have penalties, depending on how much they failed resisting.

LONGER VERSION:

For some reason, I only recently saw this.

A lot of good thoughts in here.....

Although it looks like you already have something decent, here are my rules on entangle as part of my house rules overhaul.

I also have standardized conditions in my house rules, they are listed after the entangle.

Combat Options - Entangle.
Entangle
Some weapons have an Entangle rating (Entangle +4d, etc.). When a target is hit, this value is rolled against their Reflexes as an Opposed Check. On a Success the target is Entangled, on a higher Success Level, the target is Bound.

ESCAPE
And of course, there is an escape action - when when grappled or entangled.

Escape
A character who is either Entangled or Bound, can attempt to Escape as an Action. If escaping from a Grapple, this is an Opposed Brawling check. Alternatively the GM may allow the use of Strength or Acrobatics to escape at a Disadvantage (technique matters).

If escaping from a device or restraints, the Entangle value sets the Difficulty Level for breaking (Strength) or slipping free (Acrobatics) skill check.
in either case, a Success indicates reducing the condition one level for one grappler/restraint (if more than one). Bound improves to Entangled, Entangled becomes free. If the check exceeds, then Bound improves to free.


Conditions:
I use specific defined conditions in my rules - this helps with everything from "wait, is it stun damage, or a weapon set on stun..." and with consistency.

Bound: Condition when the character is physically restrained. They may not move, are Distracted and Vulnerable and cannot take physical actions other than to try and break free.

Distracted: A condition where the character is at -1D to all Attribute and Skill checks until the end of their next Round.

Entangled: Condition where the character has become caught up physically in some way. The character cannot move and counts as Distracted until they are free.

Vulnerable: A condition where Actions and Attacks against the target are made at +1D until the condition ends.



Wait...what?

So, as said above the basics are really just
Anway, the basics of it are that weapons do an entangle damage, which is resisted by Agility, then if failed, that also sets the difficulty of breaking out.

The rest is just using the language of my house rules to embed more effects.

Anyway - maybe some of this is useful, maybe not....
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garhkal
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PostPosted: Sun Jun 30, 2024 12:41 am    Post subject: Reply with quote

That seems decent.. Though i don't remember any weapons currently, that DO entangle.. Got any examples from the books?
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