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Damage Modification & Prevention

Fawnalore uses flat damage modification and avoids complex prevention timing unless explicitly stated.


Damage Reduction

Damage reduction reduces the amount of damage a target takes.

Common phrasing: "–2 to damage taken" / "Reduce damage taken by 1"

  • Damage reduction is flat, not percentage-based
  • Reduction from multiple sources stacks
  • Damage may be reduced to 0
  • There is no minimum damage unless a future effect explicitly defines one

Example: Armor (–2) + equipped card effect (–1) = –3 total reduction applied to all incoming damage.

Guard is different

Guard N is not flat damage reduction — it absorbs the next damage instance only, then is removed. Guard stacks to a maximum of Guard 3.


Prevention Effects

Some effects may explicitly prevent damage entirely.

Common phrasing: "Prevent the next X damage…" / "Negate all damage from this source…"

Prevention effects resolve as written and may override normal damage resolution. They resolve during the Pre-Damage Window — before damage is applied.


Redirection Effects

Some effects may redirect damage to a different target.

Common phrasing: "If a target within Range would take damage, you may redirect it to…"

Redirection is resolved as written. If it triggers "at any time" or "when damage would be dealt," it functions as an Interrupt.


Pipeline Clarifications

Three rulings that come up often in play:

1. Flat attack modifiers apply even when an effect replaces the attack roll.

If an effect says "instead of rolling, this attack deals 3 damage," any flat modifiers (e.g. +1 from a weapon) still apply. The replacement swaps the roll, not the modifiers.

2. "Damage you took" means damage after reductions.

If you were hit for 5 and reduced it to 3, an effect referencing "damage you took" uses 3.

3. Doubling effects double damage dealt, before the target's reductions.

If your attack deals 4 and a doubling effect applies, the attack deals 8 — then the target applies its reductions to the 8.


Damage Types

There are currently no standardized damage types (fire, poison, etc.) unless a Campaign or card explicitly introduces them.