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-rw-r--r--src/game_design/damage_types.tex17
1 files changed, 8 insertions, 9 deletions
diff --git a/src/game_design/damage_types.tex b/src/game_design/damage_types.tex
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--- a/src/game_design/damage_types.tex
+++ b/src/game_design/damage_types.tex
@@ -1,16 +1,15 @@
\subsection{Damage Types}
\label{damage-types}
There are \textbf{3} damage types: \textit{slashing}, \textit{bludgeoning}, and
-\textit{piercing}. Additionally, the term \textit{base} damage is used when
-describing damage applied to all three at the same time. Each damage type is
+\textit{piercing}. Each damage type is
independent, in the sense that an attack of type \textit{A} will only be
-affected by the defense of type \textit{A} (and \textit{base} defense). This
-encourages players to diversify both their attack and defense types so that they
-are able to exploit weaknesses in their opponents' defenses all while trying to
-avoid their adversaries doing the same. By limiting the types of damage types to
-3, there should be enough depth for players to create interesting team
-compositions without the complexity that might lead them to just not bother
-taking it into consideration in their planning. It's very much like the
+affected by the defense of type \textit{A}. This encourages players to
+diversify both their attack and defense types so that they are able to exploit
+weaknesses in their opponents' defenses all while trying to avoid their
+adversaries doing the same. By limiting the types of damage types to 3, there
+should be enough depth for players to create interesting team compositions
+without the complexity that might lead them to just not bother taking it into
+consideration in their planning. It's very much like the
\textit{rock–paper–scissors} or Fire Emblem's \textit{Weapon Triangle}, except
that you are not limited to a single type, and that the type(s) you use for
attack do not have to match the one(s) you use for defense.