Combat & Survival¶
Mechanics that change how a fight goes -- what a hit costs, what survives one, and what a body carries while it happens.
- Damage mitigation funded by currency — a shield that spends money — A ward that buys off damage a point at a time — charging first, because a mitigation that can be sized to the payment should be
Health, Currency · Subtle - Diminishing returns on healing — Anti-stacking diminishing returns, on the one Health seam the pipeline consumes and nothing implements
Health · Composite - Last stand — survive one lethal hit, then the cooldown — Survive one otherwise-lethal hit, then go on cooldown — and only spend the save when it was needed
Health · Focused - Non-stacking debuffs — only your worst debuff counts — Two 1.5x curses make you take 50% more damage, not 125% — on the one seam the framework checks first and nothing implements
Health · Composite - Seeded crit rolls — an encounter that replays roll for roll — One seeded crit stream shared by every CritRule, so an encounter replays roll for roll — through the one of two install doors that survives a re-enable
Health · Composite - A status effect that drains currency — a curse that bleeds gold — An effect you wrote yourself, draining currency every second through the ordinary status pipeline
Status Effects, Currency · Focused - Status effects on hit — fire damage that actually sets you on fire — A hit tagged Fire leaves a burn behind — and the burn still runs out, because a status tick comes back through the same pipeline carrying the same tag
Health, Status Effects · Subtle
Filed elsewhere, but they answer this too¶
These live under another heading — the sidebar puts each recipe in one place so you can find it again — and they are here because they genuinely answer this question as well.
- Ability system from Health and Status Effects — four parts you already own — Charging before you know whether the spell landed is how a boss’s immunity bills the player for nothing — the ordering that prevents it, and the one comparison that answers it
Health, Status Effects · Subtle · filed under Systems You Own - Crafting priced in health — recipes that cost blood — A bench that charges health: it refuses what you cannot survive, and takes the price when the craft lands
Crafting, Health · Composite · filed under Crafting & Progression - Crafting that outputs a status effect — brewing straight into a buff — A craft that ends in an effect on the crafter rather than an item in the bag
Crafting, Status Effects · Composite · filed under Crafting & Progression - Death drops from the actor's real inventory — On death, scatter some of what the actor was actually carrying — a drop table built from the corpse, not authored in advance
Health, Inventory, Loot · Composite · filed under Loot & Rewards - Dynamic loot odds — drop rates that shift with the player's condition — Better odds when the player is nearly dead, or while a buff is running — real odds, decided at the roll
Loot, Health, Status Effects · Composite · filed under Loot & Rewards - Equipment that applies status effects — a cursed item — Wearing it applies a status effect; taking it off removes that one and leaves the potion's alone
Inventory, Status Effects · Subtle · filed under Items & Equipment - Health as currency — a shop that takes payment in blood — The same shop service and the same price bundle, with a wallet that happens to be a body
Economy, Health, Currency · Focused · filed under Shops & Economy - Kill attribution from the health component — who killed it — The killer is already recorded on every hit — read it inside
Diedand kill credit is a subscription rather than a plumbing job through your own damage calls
Health · Subtle · filed under Systems You Own - Offline time for status effects — buffs that run down while the game is closed — Offline time that expires effects rather than running them, on a save participant that has to go last
Status Effects, Save · Subtle · filed under Persistence & State - Paid healing — a healer who charges by the point — Bill for the healing that actually landed, not the healing that was asked for
Health, Currency · Composite · filed under Shops & Economy - Wiring stats into damage multipliers — The four stat seams Health and Status Effects already publish disagree about what "no change" means, and two of them quietly discard your answer
Attributes, Health, Status Effects · Composite · filed under Characters & Stats
Related¶
- The whole Cookbook — all 46 recipes, the full table, and what the systems and shape columns mean.
- Generated from
Cookbook/recipes.json. Edit that rather than this page.