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alternate d20 damage rules
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<blockquote data-quote="the_bruiser" data-source="post: 4762823" data-attributes="member: 6126"><p>When I was running an alternate of the "Grim and Gritty" rules I wanted something very similar to what you're looking for, but simplicity and consistency with existing rulesets were key. So for us damage was the exact same as normal with two changes:</p><p>(i) The amount by which your 'to hit' roll exceeded their defense was added to damage, and</p><p>(ii) For every die you roll at maximum (such as an 8 on a d8) you get to add another die of that type to your damage. (This applies only to weapon damage, not sneak attack, etc.) As mentioned earlier, this does make d4s more interesting than d8s - they don't really do a lot more exploding damage on average, but they certainly do exploding damage more often (in this case 2d4 do at least d4 exploding damage 7/16 of the time vs. a d8 doing at least d8 exploding damage only 1/8 of the time).</p><p></p><p>Combined those make combat much, much more swingy and lethal. I loved it. (As an aside, we also ran the armor = DR rather than AC rule. In 'normal damage' game this might be a problem, but in G&G this meshed really well with the above rule.)</p></blockquote><p></p>
[QUOTE="the_bruiser, post: 4762823, member: 6126"] When I was running an alternate of the "Grim and Gritty" rules I wanted something very similar to what you're looking for, but simplicity and consistency with existing rulesets were key. So for us damage was the exact same as normal with two changes: (i) The amount by which your 'to hit' roll exceeded their defense was added to damage, and (ii) For every die you roll at maximum (such as an 8 on a d8) you get to add another die of that type to your damage. (This applies only to weapon damage, not sneak attack, etc.) As mentioned earlier, this does make d4s more interesting than d8s - they don't really do a lot more exploding damage on average, but they certainly do exploding damage more often (in this case 2d4 do at least d4 exploding damage 7/16 of the time vs. a d8 doing at least d8 exploding damage only 1/8 of the time). Combined those make combat much, much more swingy and lethal. I loved it. (As an aside, we also ran the armor = DR rather than AC rule. In 'normal damage' game this might be a problem, but in G&G this meshed really well with the above rule.) [/QUOTE]
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