community-cypher-system-ref.../patches/de-ogcsrd/045-remove-trading-damage-for-effect.patch
Brian S. Stephan ed7b0a1696
remove a lot of the OG extra content and similar references
these are things that are not included in my version because they're
homebrew, because they are a lot of writing/creativity that I don't feel
comfortable stealing/distributing, or so on

this includes ideas that I like, but either plan to write my
own way in the future, or again I just don't feel comfortable copying
verbatim, especially if, for instance, I have my own process and don't
need to advocate for a different one
2025-07-21 17:23:11 -05:00

54 lines
4.4 KiB
Diff

--- _tmp/ccsrd.md 2025-07-21 13:54:22.194091695 -0500
+++ _tmp/ccsrd.new.md 2025-07-21 13:55:00.810339053 -0500
@@ -27420,7 +27420,6 @@
- [Making Recovery Rolls in Any Order](#optional-rule-making-recovery-rolls-in-any-order) [(OG-CSRD)]{.og-ref
.og-ref-og}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
Related Sections
@@ -27934,34 +27933,6 @@
As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
extra roll if the major effect is unusual or unlikely.
-##### Optional Rule: Trading Damage for Effect [#](#optional-rule-trading-damage-for-effect){.og-h-anchor aria-hidden="true"} {#optional-rule-trading-damage-for-effect .og-h-small}
-
-[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
-
-This section is based on *Trading Damage for Effect* in the 2015 Cypher System Rulebook [(224)]{.og-ref}.
-
-A PC can trade [damage](#rules-damage) inflicted from a single attack for an effect. When trading damage, consult the
-following table, and add target's level. For example, a \"called shot\"---striking a specific body part of a [level 4
-creature](#understanding-the-listings)---requires a trade of 6 points of damage (2 for the effect, plus 4 for the
-creature's level). The attack must inflict at least 1 damage after making the trade or the effect doesn\'t take hold.
-
-::: table-responsive
- Damage [Traded]{.d-block} Effect Applied
- --------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
- 1 **Distract:** For one round, all of the foe's tasks are hindered.
- 2 **Strike a specific body part:** The attacker strikes a specific spot on the defender's body. The GM rules what special effect, if any, results. For example, hitting a creature\'s tentacle that is wrapped around an ally might make it easier for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable spot might ignore [Armor](#rules-armor).
- 3 **Knock back:** The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight takes place on a ledge or next to a pit of lava, the effect can be significant.
- 3 **Move past:** The character can move a short distance at the end of the attack. This effect is useful to get past a foe guarding a door, for example.
- 3 **Damage object:** Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more steps down the [object damage track](#special-situation-attacking-objects).
- 4 **Knock down:** The foe is knocked prone. It can get up on its turn.
- 7 **Disarm:** The foe drops one object that it is holding.
- 7 **Impair:** For the rest of the combat, all tasks the foe attempts are hindered.
- 8 **Stun:** The foe loses its next action.
-
- : Trading Damage for Effect
-:::
-:::
-
------------------------------------------------------------------------------------------------------------------------
#### Retrying a Task after Failure [#](#rules-retrying-a-task-after-failure){.og-h-anchor aria-hidden="true"} {#rules-retrying-a-task-after-failure}
@@ -77870,7 +77841,6 @@
- [Showdown](#weird-west-showdown-optional-rule) [(HNAM, 59)]{.og-ref}
- [Starvation](#starvation) [(RR, 63)]{.og-ref}
- [Survival](#weird-west-curses) [(HNAM, 62)]{.og-ref}
-- [Trading Damage for Effect](#optional-rule-trading-damage-for-effect) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Ultimate Damage](#optional-rule-ultimate-damage) [(OG-CSRD)]{.og-ref .og-ref-og}
- [Using Other Pools to Pay Cost Remainders](#optional-rule-using-other-pools-to-pay-cost-remainders)
[(OG-CSRD)]{.og-ref .og-ref-og}