body damage cont.

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cowsmanaut
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body damage cont.

Post by cowsmanaut »

I don't know if anyone has noticed by now but I like things to make sense and much of DM did make sense while some of it didn't.. I think that for damage it really should make sense.

cumulative Damage: this would relate to how bad your wounds are in this area. To heal a deep wound you would require more mana behind the potion.

Damage location: this is the relative area that would ba damaged. in a battle with a creature you would need to think of how would the person react? They would probably throw up their hands and arms at on comming attacks so damage to the hands should be common. if the creature is short hands and feet should be the target area. At any rate it should be a setting within the monster. select from a list of probable attack areas. You choose them based on the attack pose of the monster. Skeltons seem to aim for your chest so for it you would put chest as main and then hands perhaps head.

Damage effect: Wounds hurt.. if you walk on a wounded leg it's gonna slow you down. Aggravated damage is likley something that would be like poison.. the longer you leave it uuntreated the worse it gets. I would say a deep wound (cumulative damage) should take down hitpoints if left un-healed.

this is all pretty close to DM as it is except for the aggravated wound thing but I think this all makes sense. any other ideas?
Fredrik Olsson
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Re: body damage cont.

Post by Fredrik Olsson »

And it would also determine what armor that makes best sense.

We already have poison draining your life maybe the bleeding of wounds sould lower your stamina?
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George Gilbert
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Post by George Gilbert »

This is all done in V0.35
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Lunever
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Post by Lunever »

So would it be possible to configure 0.35 to handle posion damage like a DesVen for monsters the same way as for player characters, rather doing slowly accumulating damage instead of one huge amount similar to a FulIr fireball?
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