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ITT: your favorite comprehensive damage type systems. TTRPG, wargame, vidya, doesn't matter, we can adapt shit here.
Image is from Warframe, which I find pretty good at covering all the commin tropes, plus a little extra that does make sense. It also has slash, impact and puncture, these aren't on the pic. Obviously doesn't consider magic.
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The three types of physical damage and bunch of types for "energy" damage in D&D/PF are sensible, weapons and spells deal damage that you'd expect them to. The only problem is with bestiaries where fire and poison damage are the most relevant clauses while some others are neglected.
PF2e Remaster added some more wrinkles with Un/Holy tags coming into play while not being TYPES of damage.

40k RPGs have four types of damage (Impact, Tearing, Energy, eXplosive) that only matter when something dies or is about to die. The tables are big, but they don't halt the game for long and the effects are entertaining enough that it's worth looking up what exactly 7 critical damage from flamethrower does to a leg.
They also have secondary system of Holy/Psychic stuff bypassing demonic resistance, but the rules are all over books instead of being in one place.

Superficial/Lethal/Aggravated damage split in World of Darkness games does it job to showcase the difference between the mortals and the supernatural.


Cyberpunk RED doesn't have damage types, but there's two kinds of effects slapped onto items and weapons that repeats throughout the books and "DLCs" they release:
>bypasses armour's damage reduction and doesn't ablate armour;
>is reduced by armour, doesn't ablate armour, doesn't cause Critical Injuries, leaves targets Unconscious at 1 HP instead of putting them into Death Saves.
The game would benefit from codifying these effects ("direct" and "non-lethal" damage f.e.), because right now the devs just copy-paste descriptions from earlier items and sometimes they forget a thing or two producing items that work like stun gun except for some detail. This annoys me.
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>element systems
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>>98593529
this looks really stupid

Me? I spend mana as fuel for a Fireball directly at your face.
>>
If I take the time to organize my thoughts and respond, will it be worth the effort?
>>
>>98594786
Nice try, but my blood turned to oil six parallel universes ago
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>>98595184
no, i will just ignore you and ask some question about elemental magic to no one in particular once this thread hits page 10
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>>98595303
>(you)
>>
>>98595303
https://www.youtube.com/watch?v=s1eJFHbxCaI&t=50s
>>
>>98591689
Why are you asking?
>>
>>98600869
I need to know
I need to know
Tell me baby girl
Cause I need to know
>>
>>98591689
Persona with its multiple damage types + status effects that then do technical combos with other damage types is probably as good as it gets.
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>>98591689
for me it's ballistic, piercing, blunt, slashing, and energy
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>>98593529
These are hardly elements.
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>>98591689
>doesn't consider magic
It sort of does, with void damage... which doesn't really exist outside of one frame's ability, one mushroom, and the amps.
My favorite damage type system is probably dark souls. Mainly because there's a bunch of lore behind each damage type, eg; the gods using lightning to kill dragons.



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