Damage and Combat

From The Domains of Dread

In The Domains of Dread, damage during combat may be either mundane or exceptional, depending on its damage type. Mundane sources of damage are always resisted by untyped DR assuming the source does not have Enhancement Bonus equal to or in excess of its penetration threshold, for example a +1 shortsword piercing 5/+1 DR, but not 5/- DR. Sources of /- DR may also be called "soak" and stack with each other - /[+x] DR do not stack with instances of the same type. Exceptional sources of damage are resisted by specific instances of DR typed to that damage or if the general DR source clarifies that it also absorbs exceptional damage.

Damage Types

Mundane Damage

  • Bludgeoning: Inflicted primarily by bludgeoning weapons, as in denting and breaking through blunt force.
  • Crushing: Inflicted primarily by certain spell and spell-like abilities, as in asphyxiation or sudden respiratory trauma.
  • Piercing: Inflicted primarily by piercing weapons, as in puncturing or stabbing.
  • Slashing: Inflicted primarily by slashing weapons, as in cutting or flaying.
  • Subdual: Alternatively called nonlethal damage, as in concussing or otherwise incapacitating a target without lasting harm. Inflicted primarily through tools and the subdual combat mode.

Exceptional Damage

  • Acid: Inflicted primarily through tools and by certain spell and spell-like abilities, as in sudden corrosion or dissolution.
  • Astral: Inflicted primarily by certain spell and spell-like abilities, as in psychic forces or effects otherwise resonant with the Dread Astral. Visually appears as untyped in-game.
  • Cold: Inflicted primarily through tools and by certain spell and spell-like abilities, as in hypothermia or flash heat loss.
  • Divine: Inflicted primarily by certain spell and spell-like abilities, as in intangible forces associated with ideoligions or true faith.
  • Electrical: Inflicted primarily through tools and by certain spell and spell-like abilities, as in powerful shocks and lightning.
  • Fire: Inflicted primarily through tools and by certain spell and spell-like abilities, as in immolation or rapid heat gain.
  • Force: Inflicted primarily by certain spell and spell-like abilities, as in arcane or ephemeral, magical power.
  • Poison: Inflicted primarily through tools and certain spell and spell-like abilities, as in noxious, invective forces.
  • Positive Energy: Inflicted primarily by restorative spell and spell-like abilities, heals living targets and damages only the unliving.
  • Primeval: Inflicted primarily by certain spell and spell-like abilities, as in natural forces at their most raw and unrefined.
  • Necrotic: Inflicted primarily by certain spell and spell-like abilities, as in rot or sudden leeching of vitality.
  • Negative Energy: Inflicted primarily by certain spell and spell-like abilities, heals unliving targets and damages only the living.
  • Sonic: Inflicted primarily by certain spell and spell-like abilities, as in extreme sound or otherwise aural forces.
  • Untyped: The source of damage either eludes or falls outside normal classification.

Combat Modes

At discretion a character may modify their combat mode to one of the following using chat command !combatmode [shortname or opcode], short alias !cm:

  • default or 1: The character will proceed with normal damage against both AI and human-controlled targets that are either hostile or have been set to hostile.
  • hostile or 2: The character will proceed as though they are hostile to all in range, including otherwise neutral AI or human-controlled targets. Sends a notification to human-controlled targets affected. To set this mode for one target in particular, use chat command !hostile or !h and pick the target with the reticle that appears. Selecting them again will un-hostile.
  • subdual or 3: The character will proceed with only subdual damage on their normal, unaltered weapon attacks. No effect on spells.
  • peaceful or 4: The character will not initiate weapon attacks of any kind, including attacks of opportunity, even if otherwise attacked. No effect on spells.