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When you hit with an attack, you often deal damage.
When you hit with an attack, you often deal damage.


'''Quick Links'''
=== Dealing Damage ===
When you hit with a weapon attack, magic attack, and the like, you often deal damage. Roll the amount of damage specified by your weapon, spell, etc.; the creature that you hit loses that many HP, subtracting it from their current HP. Weapons are unique in that they add one of your attributes to the amount of damage dealt. The attribute is specified by each weapon type (Ch. 6 “Weapons”). Your attack will also deal a specific type of damage.
 
Unless otherwise stated, when resolving an attack that targets an area (such as a line or radius), you make a single attack and damage roll, applying the attack and damage to each target in the area.
 
==== Damage Types ====
There are eleven types of damage, divided across three categories:
 
'''Physical Damage:''' blunt, sharp
 
'''Elemental Damage:''' cold, corrosive, fire, lightning, toxic
 
'''Energy Damage:''' necrotic, psychic, radiant, sonic
 
=== Critical Hits ===
Sometimes, fate turns decisively in your favor or sways brutally against you. When you roll d20 and the number is a 20 before adding any modifiers, this is considered a critical hit (or a crit). Conversely, if you roll a 1 before adding any modifiers, this is a critical fail (or a crit fail).
 
When making any attack, you automatically miss on a critical fail, even if you would have a high enough bonus to hit normally. Likewise, you automatically hit on a crit, regardless of the target’s defenses.
 
'''If you crit with a weapon''' (including unarmed and natural weapons), you deal critical damage. When dealing critical damage, maximize the amount of damage that you would normally do (including any modifiers), and then roll your damage dice a second time. Furthermore, you add your LUCK score to your damage total when you deal critical damage.
 
'''If you crit with a magical ability,''' you add your LUCK to your damage.
 
Various abilities might let you expand your crit range. This means that you crit on a lower d20 roll, allowing you to crit more frequently. If you would normally crit on a roll of 20, and you have an ability that increases your crit range by +1, then you crit on a roll of 19-20.
 
'''Note:''' No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.
 
=== Attack Crits ===
When making any attack, you automatically miss on a critical fail, even if you would have a high enough bonus to hit normally. Likewise, you automatically hit on a crit, regardless of the target’s defenses.
 
=== Weapon Crits ===
Additionally, if you crit with a weapon (including unarmed and natural weapons), you deal critical damage.
 
When dealing critical damage, maximize the amount of damage that you would normally do (including any modifiers), and then roll your damage dice a second time.
 
Furthermore, you add your LUCK score to your damage total when you deal critical damage.
 
=== Arcane Magic ===
Note that magic crits have additional effects if from the Arcane Source. See the [[Arcane|Arcane Source]] for more information on critical casting
 
== Massive Damage ==
Sometimes, brutal amounts of damage can devastate you in a single strike. If you take enough damage that you would reach negative HP equal to your maximum HP, you gain 4 Death Points.
 
== Shield HP ==
Shield HP is a special type of HP that temporarily bolsters a creature. When you take damage, subtract that damage from your Shield HP first, then from your actual HP. You cannot benefit from multiple sources of Shield HP at once; if you would receive multiple sources of Shield HP, you can take whichever would give you more Shield HP. If you have any Shield HP when you Take A Rest, you lose it.
 
== Resistances and Vulnerabilities ==
 
==== Resist ====
Some creatures have the ability to avoid or reduce specific types of damage.
 
A creature with Resist X gains the specified number as a bonus to their defenses against any attack roll that would deal that type of damage.
 
If an attack deals multiple types of damage, and the defending creature has Resist against one of those damage types, check if the attack would hit without the Resist bonus. If it would, check if the attack would hit with the Resist bonus. If the attack would still hit, then the defending creature takes all of the damage.
 
But if the attack would miss if Resist applies, then the defending creature only takes the damage that they do not resist.
 
If an attack would deal half damage on a miss, but the defending creature has Resist against that type of damage, then that creature takes no damage from the missed attack.
 
==== Vulnerable ====
A creature with Vulnerable X subtracts the specified number from their defenses against any attack roll that would deal that type of damage. Furthermore, when a creature attacks a Vulnerable creature with that type of damage, the attacking creature’s crit range is increased by the Vulnerable number.<blockquote>For example,  if a Skeleton is Vulnerable Blunt 2, then when Marcus attacks with his morningstar and deals blunt damage, he would crit on a roll of 18-20, instead of just 20.</blockquote>Vulnerable always trumps DR and DT. No benefits are gained from DR or DT against a damage type to which the creature is Vulnerable.
 
==== Immune ====
If a creature is Immune to a damage type, they can never take damage of that type. If a creature is immune to a condition, they are never effected by that condition.
 
==== Damage Reduction (DR) ====
If a creature has Damage Reduction (DR) X, they subtract their DR number from all damage they take, unless they are Vulnerable to the type of damage that they are taking. If damage specifies that it ignores Resist, it also ignores DR. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type.<blockquote>For example, a creature with DR 5/Fire would take full damage from fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from silvered weapons, and subtract 15 from all other damage..</blockquote>
 
==== Damage Threshold (DT) ====
Damage Threshold (DT) is a very rare defense that is typically seen on structures and vehicles. DT determines how much damage a creature must deal at once to deal any damage at all.<blockquote>For example, if a stone wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome.</blockquote>For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. Each expenditure of AP for an attack is a new roll against DT; you cannot stack attacks to overcome DT.. For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. Each expenditure of AP for an attack is a new roll against DT; you cannot stack attacks to overcome DT.<blockquote>For example: A spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if it overcomes DT. A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.</blockquote>'''Quick Links'''


* [[Damage]]
* [[Damage]]

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