Mental Resistence is notable. That actually is another source of confusion I didn't have time to address above.
There is a category of stats called "Attack Avoidance." I'dve called them "Avoidance" myself in order to get rid of that pesky, overused "attack" word such that you don't have multiple reserved terms with the word "Attack" in them, but the greater point is the names of the stats in this category:
• Evasion
• Physical Resistance
• Magical Resistance
• Mental Resistance
Here's the problem:
Avoidance and Resistance are actually opposites in this context. They're synonyms in a looser, broader sense, but in this case the distinction is between
avoiding an assault without triggering successful assault rider effects or the assault damage and
absorbing an attack's damage, suffering its rider effects and triggering assault-response effects while reducing that damage.
"Evasion" covers this concept but commits the sin of not being in the same format as the other three stats, lacking the word "Resistance." It commits a further sin in that its not conceptually distinct from what "Physical Resistance" does.
The other stats commit the greater sin of just not making sense. In a rpg sense, "resistance" suggests mitigation of the harm created by an attack that successfuly made its to-hit roll or other success check, whereas here it means to defeat such a check entirely. So I'd rename them, with the following caveat:
Physical Resistance is hardest to rename because its description colloquially means the exact same thing as "Evasion" in this context. That is, dodging weapons and dodging grapples sound like they'd be in the same category based on the term "physical." Plus, it covers grappling
and poison, which are hard to group together linguistically. The only phrase that accurate covers both is the tongue-in-cheek Badtouch Evasion, which is silly but does have the advantage of making sense. Alternatives are Manhandle Evasion, covering grapple well but poison not so much, and Impairment Evasion, which is pretty freakn' generic but it sounds like something dealing with debuffs in an rpg as opposed to mostly-riderless damage, which is accurate.
So I'd call the Avoidance stats Strike Evasion, Impairment Evasion, Magical Evasion, and Mental Evasion.
This has the added effect of not confusing any of the Avoidance stats with bonuses to Elemental Resistances (looking at you,
War Paint).
(Notably
Elemental Resistances aren't explicitly called out as being capped at 75%, so that's ambiguous, though it's a minor point since I'm not sure any of them can get that high. Also, just for the sake of completeness, the Elements aren't called out as being a set of specific tags, so I can't be sure if Acid is elemental or not. I'd probably clarify that.)
Further, I'd purge any mechanical reference to Lust in the wiki that isn't a reference to a reserved term (e.g., something with "Lust" actually in the name). "Lust" is used almost interchangeably with "Tease" and "Lust damage" with "Resolve damage" all
over the
place. Indeed, the most disciplined approach would be to tag each use of the term damage as having one of two Qualities (another reserved term), Resolve and Health. Then, for each time the word "damage" is used, Health or Resolved is mentioned as a matter of course. That way you don't have to to check on the Affliction tag (term I invented above) and check for exceptions (as if it wasn't confusing enough!) to determine what the Damage Quality is.