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Grek's original comment:

For DOT, a fairly standard mechanic in CPRGs is a status that alters its DOT each time it triggers. The usual example is a 'poison' effect that does damage equal to its remaining duration, slowly wearing off in time, but you can have one that gets worse over time or wears off faster. Or a healing effect that works the same way, initially strong but tapering off. In the 'damage equal to remaining duration' case, this has the interesting effect that doing 5 poison = 15 damage over 5 turns, but 5 poison and then 5 poison a turn later is 50 damage over 9 turns.

For Overheal, temporary damage is often used to represent 'illusion' damage that disappears after a particular opponent is defeated. Sometimes too much temp HP (often total HP > 2x Max HP) is also fatal, letting someone 'attack' by healing someone past their max HP.

There's also Multiple Health Bars. In Halo, for example, you have Shields (which recharge over time) and Health (which does not). Attacks damage Shields before Health, but if you ever lose Health, that is effectively lost Max HP. Other times, a character gets trapped in ice and their allies can break them free early by attacking the ice. A third application, often seen on bosses, is to have their Health Bar broken up into segments, such that damage done in one segment doesn't carry over onto the next, but neither does any healing the boss does.

It can also be the case that certain effects behave differently against the two different Health Bars - an EMP that can only harm Shields, or a Transfer effect that can only steal Health, not Shields. Whether damage from one carries over to the next or gets cancelled varies.

For Delay, a common variant is the effect can be cancelled if the user is damaged or killed prior to the effect going off. The latter is practically default, even. Theoretically this could also apply to Cooldown (effect happens immediately, but it can be undone by hitting the person who caused it fast enough.)

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