D&D 5E Would you be happy with fixed damage?

Thanks to everyone who responded. It's always interesting to me to see peoples view on different aspects of the game.

I am in the camp that doesn't mind either way (I guess I'm a bit of a dirty story gamer!), but I know people do, so I like to hear their perspectives.
 

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As a DM I use fixed Attack Ratings and fixed damage (Player rolls a defense roll and roll their own damage) - but that's because I can focus more on monster tactics rather than number administration.

Currently as a monk in a 5e campaign, I roll a lot of dice. Especially when I use combat boosting Ki abilities, so I had been thinking about the fixed angle.
 

Shiroiken

Legend
um, so whats wrong with that? IO assume he was playing a ninja type - a skilled martial artist who has learnt to assess when an opponent is weak and the shuriken will be most effective.
Nope. He just min/maxed the rules as much as possible. His characters were all the same: just numbers on a piece of paper. To him D&D was a game to be "won."
 

BrassDragon

Adventurer
Supporter
In my games, regular enemies all have fixed damage. Named enemies and bosses get damage rolls. Players all have their fixed damage stats calculated in advance and can choose to roll or take the average at any time.

It works just fine, speeds up play tremendously, gives the players an extra intersting choice and takes nothing away from the tension.
 

Nope. He just min/maxed the rules as much as possible. His characters were all the same: just numbers on a piece of paper. To him D&D was a game to be "won."
The only way I've found to get rid of players like that is the play a rules lite campaign. Nothing bores a min/maxer quicker!
 

In my games, regular enemies all have fixed damage. Named enemies and bosses get damage rolls. Players all have their fixed damage stats calculated in advance and can choose to roll or take the average at any time.

It works just fine, speeds up play tremendously, gives the players an extra intersting choice and takes nothing away from the tension.
That's interesting allowing the choice to roll. I like it.
 

GreenTengu

Adventurer
I think fixed damage would be kind of an unfun and uninteresting thing. It might speed things up, but it would be less exciting.

But I would be in favor of generally nixing the weapons table and instead simply making it so that a Fighter or a Rogue or a Cleric or a Wizard rolled the damage damage die in melee combat regardless of what the character's preferred choice of weapon is or if they chose to use improvised weapons or whatever.

Obviously there would need to be some variation to account for the difference between one-handed and shield or two handed or reach weapon.... But beyond that, the weapons table that favors certain weapons gets in the way more than helping. If you think it is cooler to have your character fight with a clawed glove or a spear rather than a longsword, then a weapons table that blatantly favors the longsword hampers enjoyment. I am sure a skilled fighter with any of those weapons can do roughly the same amount of "hit points" of damage across the 10-second round. Attacks need to be seen less as single swings as only getting in 1 swing every 10 seconds is pretty slow-paced combat anyway.

I might also be in favor of using the attack roll to determine how much damage is done instead of a second die roll-- but that system would just slow combat down. But it does seem odd that your attack can just barely hit someone and then do maximum damage or it can exceed their AC by 10 points and then only do 1 damage. But a system that fixes that would be over-complicated and likely involve charts and slow everything down.
 

I think fixed damage would be kind of an unfun and uninteresting thing. It might speed things up, but it would be less exciting.

But I would be in favor of generally nixing the weapons table and instead simply making it so that a Fighter or a Rogue or a Cleric or a Wizard rolled the damage damage die in melee combat regardless of what the character's preferred choice of weapon is or if they chose to use improvised weapons or whatever.

Obviously there would need to be some variation to account for the difference between one-handed and shield or two handed or reach weapon.... But beyond that, the weapons table that favors certain weapons gets in the way more than helping. If you think it is cooler to have your character fight with a clawed glove or a spear rather than a longsword, then a weapons table that blatantly favors the longsword hampers enjoyment. I am sure a skilled fighter with any of those weapons can do roughly the same amount of "hit points" of damage across the 10-second round. Attacks need to be seen less as single swings as only getting in 1 swing every 10 seconds is pretty slow-paced combat anyway.

I might also be in favor of using the attack roll to determine how much damage is done instead of a second die roll-- but that system would just slow combat down. But it does seem odd that your attack can just barely hit someone and then do maximum damage or it can exceed their AC by 10 points and then only do 1 damage. But a system that fixes that would be over-complicated and likely involve charts and slow everything down.
Dungeon World effectively does the above, where you roll your class based damage die. There are a couple of modifiers, mostly not generic being a narratively focused system, but no reason it wouldn't work otherwise. I really like it, but it's a different feel from typical D&D and I think all players have to be on board with it. It's great to have that Riddick-kill-you-with-a-cup moment. I had a DW campaign where a barbarian trapped in the mouth of a giant albino alligator ripped out its eye for a d12 damage and managed to kill it - which was awesome.

Damage-as-a-success I really like as an idea in D&D, but it's one of those things I'd hesitate on because I'd worry about how much the math would slow things down, but especially how it might potentially unbalance fights.
 

Lanefan

Victoria Rules
I might also be in favor of using the attack roll to determine how much damage is done instead of a second die roll-- but that system would just slow combat down. But it does seem odd that your attack can just barely hit someone and then do maximum damage or it can exceed their AC by 10 points and then only do 1 damage. But a system that fixes that would be over-complicated and likely involve charts and slow everything down.
Not necessarily.

I'd personally never use what I'm about to suggest here but for thems as likes fixed damage but want to dispense with the second die roll, you could always simply have the damage be the positive difference between the attack roll and the target's AC. (maybe with a +1 to allow an exact hit to do something)

So if the target's AC is 16 and your attack roll adds to 23, that's [7+1] 8 damage. If your attack roll is 16, exactly what you need to hit, you do 1 point damage. Maybe some extra stuff kicks in if you beat the AC by ten or more...double damage or add some effect or ?

Edit to add: weapon type might add a flat modifier as well: for handheld small +0, medium +1, two-handed +2; for ranged +0 unless ammo is more than 5 lb weight, then +1 per 5 lbs.
 

Coroc

Hero
If there was a campaign where weapons dealt fixed damage, e.g a dagger did 3+STR/DEX points of damage, a greatsword did 7+STR, etc. Would you be happy? Would it take away from the fun of rolling damage for you? Or would you be content if it sped up play?

See, I thought a bit more about that. Imagine your party is sure about the next room in the dungeon contains a red dragon of a certain age category. They also know you take damage averages. Now they start counting their remaining HP and comparing them with the average of the breath weapon of said dragon.
Ok, my example might be a bit constructed, but breath weapon seems a good example for me, many dice, high damage, even if you make the save plus it is quite sincere the party eats it at least once in a combat.

That is to much possible metagaming for me, see also the shuriken expert of @Shiroiken further up
 

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