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1d20... for all rolls.
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<blockquote data-quote="Deset Gled" data-source="post: 610103" data-attributes="member: 7808"><p>I'm not sure if this idea fits in exactly with what you meant to have happen, but here's a concept I've thrown around in my head before:</p><p></p><p>Instead of rolling once for attacking and again for damage, only roll once. Any amount that the player succeeds the roll by translates into damage done to the creature (probably on a 1 for 1 basis, but you might have to try it out to see if it should be a ratio instead).</p><p></p><p>There are, of course, a number of changes needed to be made to make this work:</p><p></p><p>Weapons would add a specific number to the attack roll rather than rolling for damage. Logically, a dagger would add a lot less than a greatsword, etc. Also, critical ranges would need to be completely re-worked. I'm not really sure the best way to balance all weapons using this, but one possible way would be to create a mechanic where different rolls with the d20 would add different multipliers of the weapons base damage. For example, if a club gave +3 to the roll, then on a roll of 20, it might add +6. A dagger, on the other hand, might be +2, but become +4 on a roll on 19 or 20. A hand axe might be +3, but would become +9 on a natural 20. I imagine that some formulae could be made to convert weapons in a reasonable manner.</p><p></p><p>Balance would need to be reworked for a few instances. One thing that comes to mind quickly would be archers, as they can get insane bonuses to attack. A number of feats and spells would probably have to be changed to make sense, as would weapon enchanments and the like. As for spells that deal damage, I really am not quite sure, as the original concept that I had didn't apply to them, but it may be possible to implement the same system using the amound that characters fail or pass saves.</p><p></p><p>I hope this helps, or at least gives you some ideas.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 610103, member: 7808"] I'm not sure if this idea fits in exactly with what you meant to have happen, but here's a concept I've thrown around in my head before: Instead of rolling once for attacking and again for damage, only roll once. Any amount that the player succeeds the roll by translates into damage done to the creature (probably on a 1 for 1 basis, but you might have to try it out to see if it should be a ratio instead). There are, of course, a number of changes needed to be made to make this work: Weapons would add a specific number to the attack roll rather than rolling for damage. Logically, a dagger would add a lot less than a greatsword, etc. Also, critical ranges would need to be completely re-worked. I'm not really sure the best way to balance all weapons using this, but one possible way would be to create a mechanic where different rolls with the d20 would add different multipliers of the weapons base damage. For example, if a club gave +3 to the roll, then on a roll of 20, it might add +6. A dagger, on the other hand, might be +2, but become +4 on a roll on 19 or 20. A hand axe might be +3, but would become +9 on a natural 20. I imagine that some formulae could be made to convert weapons in a reasonable manner. Balance would need to be reworked for a few instances. One thing that comes to mind quickly would be archers, as they can get insane bonuses to attack. A number of feats and spells would probably have to be changed to make sense, as would weapon enchanments and the like. As for spells that deal damage, I really am not quite sure, as the original concept that I had didn't apply to them, but it may be possible to implement the same system using the amound that characters fail or pass saves. I hope this helps, or at least gives you some ideas. [/QUOTE]
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