Alternate Strength Damage

Toj

First Post
Does any have or know of an alternate way to handle strength damage?

My group doesn't like the basic (+) to damage, especially at the higher ranges.

Any ideas or paths I can follow?
 

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Multiplying would be more realistic, but it would break the system. Based on the assumption that an additional +2 modifier is twice as strong . . .

Mod . Damage
-4. . x1/4
-3. . x3/8
-2. . x1/2
-1. . x3/4
+0. . x1
+1. . x1.5
+2. . x2
+3. . x3
+4. . x4
 

Jeph said:
Multiplying would be more realistic, but it would break the system. Based on the assumption that an additional +2 modifier is twice as strong . . .

Mod . Damage
-4. . x1/4
-3. . x3/8
-2. . x1/2
-1. . x3/4
+0. . x1
+1. . x1.5
+2. . x2
+3. . x3
+4. . x4

This breaks the fragile bonds of reality into tiny pieces, which I would like to take the opportunity to name "munchkins" after the tasty donut treats made by Dunkin' Donuts.

Another option might be to replace the numerical bonuses with dice bonuses, at every +2 becomes a +d3, or every +4 becomes a +d8, or something

You could then do it like so.


+1..+1
+2..+d3
+3..+d4
+4..+d6
+5..+d8


Repeat for numbers higher than suchlike. Note that these numbers are wonky as all get out, since the average on a dice is a half-number.
 

I think we have just come to the conclusion that the method itself is wacky.

Strength doubles every 5 points, but you only gain a (+) every 2 points... it's just full of wackiness.

Ho hum.
 

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