Updated Status Effects for August (Aug 10, 2012)
Updated Status Effects for May (Apr 30, 2012)
Updated Status Effects for March (Mar 5, 2012)
Modified Conditions for December (Dec 2, 2011)
Modified Conditions (Nov 8, 2011)

Above is a list of the published revisions to the status effects I’ve been using in the design of my game system, War of the Seven States of Magic. I’m not sure if it’s complete but it’s pretty thorough. I’ve had some dry periods now and again but I’m pretty sure all my work on status effects was done last year.

Can’t remove or reduce damage.

Can’t Surge or Refocus.

Can’t Sprint or Charge.

Can’t use reactions.

Can’t Shift or Gambit.

Can’t prevent or redirect damage.

Can’t hit or deal damage.

I took a break from working on status effects to design other parts of the system — namely those that would make use of the status effects. Once I’d built the status effect model, I needed the system that was going to use them. *shrug* Common sense.

You’ll notice all the descriptions of the effects are short. And to the point. No commas or even punctuation except for periods to mark the ends of sentences. Status effects should be really easy to read and understand in a tabletop game. Just sayin’.

You’ll also note there are no status effects that have numerical effects — and no status effects that prevent the removal of other status effects — and there’s very little overlap between them. There’s technically overlap between reactions and Gambits, but that’s circumstantial. There are no effects that prevent Standard of Free actions.

There will no doubt be more modifications to this list in the future.

Interesting points about several of these effects will (obviously) be difficult to spot without access to the rest of the system for viewing. The weakened effect for example, prevents a creature or character from hitting or dealing damage. This doesn’t do much to stop a leader who enables others to attack.

Battered and staggered are complimentary effects that can easily be applied to the same creature without becoming redundant. “Damage removal” is the long form of “healing” as it appears in game terms, so preventing a creature from removing damage basically means every point of damage they take, they keep.

Damage reduction comes into play with the “resist” defense type. Preventing or redirecting damage are hallmarks of roughly eighty percent of all possible defense types. This is balanced somewhat by three-quarters of them being significantly less common than the main one, “Dodge.” (Prevent all damage from a missed attack.)

The different movement powers aren’t as clearly defined just yet.