Damage Application Order
Damage Application Order
Use this sequence to compute damage consistently after a successful hit.
- Base Damage: Start with the attack’s base damage dice (e.g., from Weapon Baselines or Spell Baselines).
- Additive Modifiers: Apply ability-specific additive dice steps or flat dice before multiplication.
- Damage Multiplier: Multiply per Combat Rules#Attacker Wins (×(1 + extra successes beyond minimum)).
- Flat Damage Reduction (DR): Subtract the target’s DR =
Endurance ÷ 5
(round down). - Resistances/Weaknesses: Apply elemental/typed adjustments.
- On-Hit Riders: Apply conditions or ongoing effects (e.g., Bleeding, Burning).
Notes:
- If damage is reduced below 0, treat as 0.
- PD/MD are part of the contest via Defense Power Level; they do not add extra soak beyond DR unless a specific effect states otherwise.