cogitoergosoup
First Post
I wanted to link weapon skill with weapon damage, making a somewhat grittier game that doesn't take much longer to work out than the normal system. My group came up with 2 possibilities.
Upper damage ranges are sometimes lost, but I feel the curve is worth it. It's worth noting that the original designer intent of making some weapons damage more reliably than others is somewhat preserved.
This system does make smaller weapons more lethal, but I'm okay with that. A knife in the right hand ought to be worth more than 1d4+str mod. Luck still plays a roll, but the experienced professional is now much less likely to have an attack roll of 23 on a peasant but a damage roll of 4. He'll have a harder time wiping out more experienced/dextrous opponents with higher defense--which makes sense.
This system assumes that armor gives damage reduction, but does not improve defense.
This version is easier, but less dynamic than the first.
Whaddaya think?
- For damage I've downgraded die type while upgrading dice count, to bell curve out damage. 2d12 becomes 3d8, 2d10 becomes 3d6, 3d6 becomes 4d4, 1d8 becomes 2d4, etc. Below 2d4 I don't think it's worth the math. With some oddball damage dice I increased the dice roll, i.e. 1d10 becomes 2d6, but most of the time some damage is lost.
Upper damage ranges are sometimes lost, but I feel the curve is worth it. It's worth noting that the original designer intent of making some weapons damage more reliably than others is somewhat preserved.
- Furthermore, for every multiple (rounded down) of that die damage type the attacker rolls over defense (AC), he gets 1 more die of damage. "Critical hits" no longer exist in this system.
This system does make smaller weapons more lethal, but I'm okay with that. A knife in the right hand ought to be worth more than 1d4+str mod. Luck still plays a roll, but the experienced professional is now much less likely to have an attack roll of 23 on a peasant but a damage roll of 4. He'll have a harder time wiping out more experienced/dextrous opponents with higher defense--which makes sense.
This system assumes that armor gives damage reduction, but does not improve defense.
- Alternately: Keep the damage dice change, but make a flat multiple over defense equal to extra damage dealt. Perhaps every +4 attack over defense, rounded down, adds a die of damage.
This version is easier, but less dynamic than the first.
Whaddaya think?
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