Action Points/Damage Calculations

## Conversation-based Mechanics

* In this system, player actions and outcomes are primarily determined through in-depth conversations and role-playing interactions. Players engage in dialogue with non-player characters (NPCs) or each other to resolve conflicts, gather information, negotiate, or persuade.

## Action Points

* To add structure and balance to the system, introduce Action Points (AP). Each player receives a pool of AP that they can spend during their turn or round. These points represent their character's energy, focus, or resources for taking actions.

## Conversation Skills

* Assign conversation skills or attributes to characters, such as persuasion, intimidation, diplomacy, or empathy. These skills can be ranked or rated, representing the character's proficiency in different types of conversations.

## AP Allocation

* At the start of their turn or round, players decide how to allocate their AP. They can choose to spend AP on dialogue options, special abilities, combat maneuvers, or other actions. The more AP invested, the greater the chance of success or impact.

## Dialogue Options

* Present players with various dialogue options or approaches during conversations. Each option may have an AP cost associated with it, indicating the level of effort or skill required to execute it. Players can choose the options they deem most effective or fitting for their character's abilities and personality.

## Outcome Determination

* The outcome of a conversation is influenced by the player's chosen dialogue options, their character's conversation skills, and the game master's evaluation of their role-playing and persuasion efforts. AP expenditure can affect the likelihood of success, the depth of information gained, or the level of influence achieved.

## Combat and Skill Checks

* When combat or skill checks are necessary, the conversation-based mechanics can be supplemented by traditional dice rolls or other resolution methods. However, players can still spend AP to enhance their chances of success or to trigger special combat maneuvers or abilities during these encounters.

## AP Refresh

* Determine how AP refreshes in your system. It could refresh at the start of each round, replenish partially after certain milestones, or be tied to character attributes, abilities, or rest periods.

## Narrative Outcome

1. * Instead of relying on specific damage values or hit points, you can handle damage narratively. When conflicts arise, the outcome is determined based on the players' dialogue choices, role-playing, and the game master's judgment. The severity of damage inflicted or received can be described based on the actions and consequences of the characters involved. For example, a successful persuasive argument could incapacitate an opponent or render them unable to continue the fight. (kinda)

## Action Points for Damage

1. * Allocate a portion of the action points (AP) system to represent the character's health or stamina. When a character takes damage, deduct a certain number of AP from their pool. This reduction reflects the character's physical or mental strain as a result of the conflict. Once a character's AP reaches a certain threshold, they may become incapacitated or unable to continue.
	* Action Points are Also Used as a way to measure to Number of things you can every turn lets say you have 70 Action points you can use said Action Points to Run away Do an attack anything

## Status Effects

1. * Introduce status effects that can be inflicted on characters during conflicts. These effects represent different levels of damage, injuries, or conditions. For example, a character may suffer from "bruised" or "exhausted" statuses, which can impact their abilities or actions in subsequent encounters. The severity and duration of these effects can be determined based on the narrative and the expenditure of AP.

## Combat Maneuvers

1. * Allow players to spend AP during combat encounters to perform specific combat maneuvers or abilities. These maneuvers can have varying effects, such as inflicting damage, disarming opponents, or creating tactical advantages. The amount of AP spent on a combat maneuver can determine its effectiveness or potency.

## Action Points and Damage Calculations

in this system, the damage dealt by your character's attacks will be scaled based on several factors, including the severity of the attack and the specific placement of the strike. Additionally, the words used to describe the actions will affect the effectiveness of the attack. Detailed and specific descriptions enhance the impact of attacks.

For example, instead of a simple statement like "My character attacks the neck," provide a more immersive description like "My character swiftly lunges, aiming a precise strike at the exposed base of the neck. They carefully assess the situation, maintaining awareness of potential counterattacks within their range."

By incorporating specific details and showcasing your character's intent, strategy, and situational awareness, attacks will have a greater impact on the outcome of the encounter.

## Humanoid

> Attack Location
> Base Damage
>
>

```
Head/Neck

```

```
100-150

```

```
Torso/Chest

```

```
80-120

```

```
Arm

```

```
50-80

```

```
Leg

```

```
50-80

```

## Crustacean

> Attack Location
> Base Damage
>
>

```
Head/Neck

```

```
120-180

```

```
Thorax/Abdomen

```

```
100-150

```

```
Claw/Pincer

```

```
80-120

```

```
Leg

```

```
60-100

```

## Cephalopod Bipedal

> Attack Location
> Base Damage
>
>

```
**Head/Beak**

```

```
**120-180**

```

```
**Torso/Mantle**

```

```
**100-150**

```

```
**Tentacle**

```

```
**80-120**

```

```
Foot/Suction Cup

```

```
60-100

```

## Arthropod Quadrupedal

> Attack Location
> Base Damage
>
>

```
Head

```

```
120-180

```

```
Thorax

```

```
100-150

```

```
Abdomen

```

```
80-120

```

```
Leg

```

```
60-100

```

## Amorphous

> Attack Location
> Base Damage
>
>

```
Core/Mass Center

```

```
120-180

```

```
Pseudopod

```

```
100-150

```

```
Nucleus/Central Form

```

```
80-120

```

```
Appendage/Tendril

```

```
6-10

```

## Mechanoid

> Attack Location
> Base Damage
>
>

```
Head/Processor Unit

```

```
120-180

```

```
Torso/Core

```

```
100-150

```

```
Arm/Cybernetic Limb

```

```
80-120

```

```
Leg/Cybernetic Joint

```

```
60-100

```