Let's talk damage for the millionth time! Note that this is of course tl;dr, unless you are interested in
reinventing the wheel finding a unified field theory for rpg damage calculation.
Now, I was going over the damage types and thinking about how silly and convoluted they are. There's a couple of sensible ones (normal, fire), and then every weapon type they were unsure where to place simply got its own damage type it seems (laser, plasma, explosion, etc). I mean, why is explosion damage (i.e. the force of a shockwave, alongside the piercing of shrapnel) treated seperately from "normal" damage, which treats similar blunt and piercing blows?
The idea I guess is that you can have different types of resistances for creatures and armors, and then adapt your weapon choice to it. But given the convoluted mess that the system is, even in the rare instances where you would adapt, it's only because of meta-knowledge getting you there, which is little more than a boring exploit (e.g. wanamingos being vulnerable to fire).
I don't feel that a lot of simulationist rpg's (I've only looked at GURPS and Millennium's End) handle it much better. GURPS has an even larger mess of damage types that keeps piling on with each setting, and Millennium makes things more convoluted by introducing changing damage types (e.g. a slashing attack against armor shifts into a blunt attack if partially blocked).
So here's what I was thinking. I want to try and make a damage system that is (a) relatively simple and easy to understand, (b) adheres to the sacred tenets of simulationism (which
DraQ can of course only be the arbiter of) and (c) extremely flexible, as in that any conceivable weapon/object, whether it's a toothpick or an orbital beam weapon, can be easily fit in it.
What I'm thinking is reducing all the damage types down to two, that's
two:
burn and
trauma/physical/normal/I don't have a good name yet. Burn would comprise of the old laser/electrical/plasma/fire types, while physical would comprise of the old normal and explosive types (EMP we'll leave aside for the moment).
Each attack, regardless of type, has two damage-related effects tied to it:
penetration and
force. Armor still has the same two stats (separately for burn and physical) that affect attacks:
DT (flat reduction) and
DR (relative reduction). Using these four stats together, you get the resulting damage, which (bear with me here) is no longer measured in HP, but split into
shock and
tissue damage. If either of these reaches 0, the critter dies. But we'll get back to this later (again, bear with me), back to the damage calculations:
DT - Force (FRC) = chance of ricochet (lighter objects and harder armors will increase the chance of a ricochet, in which case the following calculations don't apply)
Penetration (PEN) - DT = the amount of the projectile/object that penetrates the armor (EFF PEN).
Force (FRC) * (100-DR) = the amount of force that remains in the object (EFF FRC).
EFF PEN * EFF FRC = the amount of Tissue Damage done to the critter.
EFF FRC - EFF PEN = the amount of Shock Damage done to the critter (the less a projectile penetrates, the more force is spread out).
What differentiates burn and physical attacks, other than the different resistances creatures and armors have against them, is the way shock and tissue damage work. For physical attacks, high tissue damage means that a large wound is created, which results in bleeding, meaning that unless treated using First Aid or stimpaks, the critter will continue to steadily sustain further tissue damage. Shock damage means that a critter feels a force that can knock him off his feet, possibly doing additional shock (or tissue) damage as he hits a tertiary object, and when the accumulated damage is high enough, causes him to lose consciousness. Unlike tissue damage, which gets progressively worse as the critter bleeds out, shock damage gets progressively better, with an unconscious critter eventually regaining consciousness.
For burn attacks, tissue damage doesn't result in (much) bleeding, as the wound is immediately seared shut. Shock damage also differs in that it doesn't result in the critter being flung around, but does its damage internally, causing possible paralysis (though like with physical attacks, shock damage does still steadily recover).
So, combining these effects, we can piece together archetypical weapon types. For physical attacks:
- High penetration, low force: Thrusting attacks with sharp objects/shrapnel, light bullets (ricochet easily, penetrate easily if they don't ricochet, do relatively little tissue damage, small amount of shock damage if it doesn't penetrate)
- Medium penetration, medium force: Slashing attacks with sharp objects, heavy bullets (medium chance of ricochet, medium chance of penetration, does high amount of tissue damage, medium amount of shock damage if it doesn't penetrate)
- Low penetration, high force: Concussive attacks with blunt objects/explosive shockwaves (little chance of ricochet, little chance of penetration, medium amount of tissue damage if it penetrates, usually relies on high shock damage)
For burn attacks (note that the exact same applies as in the brackets above):
- High penetration, low force: Lasers.
- Medium penetration, medium force: Plasma, Fire.
- Low penetration, high force: Electricity.
Note that this has several consequences. For one, hitting a heavily armored individual with a club will very rarely pierce that armor, but it will also always do at least some shock damage, possibly knocking him off his feet. However, given that this individual is steadily recovering from his shock damage, you might not be able to kill him no matter how much you pummel him. Conversely, using a thin blade might not cause any shock damage to him, but if you do manage to pierce his armor and strike an artery, you could simply cause him to bleed out.
So, finally, what does HP now do? Well, as you use first aid to patch someone up, his HP decreases. He won't die if it reaches 0, but it does mean that using first aid or stimpaks no longer does anything other than stop things from getting worse. This means that you need to recover your HP's after combat using the Doctor skill (and resources) to get battle ready again.