Damage Types
In Asheilder, there are a few additional "damage types" as well as additional mechanics associated with damage types.
Damage Types:
Physical Damage (Bludgeoning, Piercing, and Slashing)
Bleed Damage: This damage functions more to a condition than a damage type, however it often referred to as a damage type. When a character is dealt bleed damage, they do not take it immediately from the inflicted source, instead it is put on their token in the form of bleed counters. At the beginning of each turn, A creature with bleed counters takes "bleed" damage equal to its current bleed counters. Bleed counters/damage can stack when multiple instances are inflicted, all bleed counters are removed when a target receives healing, or on a successful dc 13 medicine check, removing 3 bleed damage for each 1 above the DC. Some monsters or magic can modify bleed damage.
True Damage: This Damage type is few and far between in sources, often represented as a direct attack on the soul. True damage cannot be resisted, reduced or lowered by any mechanics. When a creature takes true damage, it is dealt directly to its hp, ignoring alternate hp mechanics such as Temp hp.
Mechanics
Combined Types: Sometimes the flavor of an ability or spell makes more sense to be a combination of damage types, instead of just one. This combination is denoted as "Type1-Type2", mechanically this combination is stronger than a single type as in order to be resistant or immune to a "combined" damage, you must have it for both of the types, however if you are vulnerable to one of the damage types, you take damage as if you were vulnerable to both.

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