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<blockquote data-quote="Foxman" data-source="post: 4564891" data-attributes="member: 62088"><p>I agree that a stripped down system would be great for these. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm eyeing it for this use as well.</p><p> </p><p></p><p>I agree with your math. In the end adding for highcrit/magic weapons would likely throw out the system.</p><p> </p><p>If we really want to dig into the math however, I'm not sure about the max/2x max system. It does make things fly faster (more damage) but things could get a little squirly. I would normally consider "average" damage for something like this.</p><p> </p><p>Consider the following</p><p> </p><p>With a daily "Brute Strike" power a fighter is doing 3d8 + 5 damage with a +1 weapon</p><p>Average = 18.5 hp damage</p><p>Max = 33 damage</p><p>Crit = 33 + d6</p><p> </p><p>Consider another fighter doing an encounter power of 2d12 + 9 with a vicious +1 weapon</p><p>Average = 22</p><p>Max = 33</p><p>Crit = 33 + 1d12</p><p> </p><p>You can see that the average number can varry depending on the size & number of dice and the bonus added even when the max is the same. This means that when you compare a brute and a soldier's damage, even if they both did the same max, the brute would average higher normally.</p><p> </p><p>It takes less math, and is quicker to just look at a MM creature and do max damage. However with a small amount of prep time I think it would be possible to pull up a monster and do a small amount of math and get the average damage from a monster.</p><p>I would suggest two numbers for a monster Average and Crit.</p><p> </p><p>All that said it is much quicker to just do max damage <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p>LOL no worries <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p> </p><p>It would be ment to replace all defenses/AC into a single stat. As to why? Look at HP - what is it really? Its not just "physical damage" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> its an abstraction. Take a look at AC - its not really how hard you are to hit (guys in platemail tend to be slower and easier to hit) it represents how hard you are to hit AND lay in some damage. This idea is just abstracting out how hard it is to hit something be it a spell or a sword. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> anyways just a little brainstorming</p></blockquote><p></p>
[QUOTE="Foxman, post: 4564891, member: 62088"] I agree that a stripped down system would be great for these. :) I'm eyeing it for this use as well. I agree with your math. In the end adding for highcrit/magic weapons would likely throw out the system. If we really want to dig into the math however, I'm not sure about the max/2x max system. It does make things fly faster (more damage) but things could get a little squirly. I would normally consider "average" damage for something like this. Consider the following With a daily "Brute Strike" power a fighter is doing 3d8 + 5 damage with a +1 weapon Average = 18.5 hp damage Max = 33 damage Crit = 33 + d6 Consider another fighter doing an encounter power of 2d12 + 9 with a vicious +1 weapon Average = 22 Max = 33 Crit = 33 + 1d12 You can see that the average number can varry depending on the size & number of dice and the bonus added even when the max is the same. This means that when you compare a brute and a soldier's damage, even if they both did the same max, the brute would average higher normally. It takes less math, and is quicker to just look at a MM creature and do max damage. However with a small amount of prep time I think it would be possible to pull up a monster and do a small amount of math and get the average damage from a monster. I would suggest two numbers for a monster Average and Crit. All that said it is much quicker to just do max damage ;) LOL no worries ;) It would be ment to replace all defenses/AC into a single stat. As to why? Look at HP - what is it really? Its not just "physical damage" ;) its an abstraction. Take a look at AC - its not really how hard you are to hit (guys in platemail tend to be slower and easier to hit) it represents how hard you are to hit AND lay in some damage. This idea is just abstracting out how hard it is to hit something be it a spell or a sword. :) anyways just a little brainstorming [/QUOTE]
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