Adding the second part of the equation: Damage.
PART TWO - DAMAGE
Just adding the second part of my question in terms of damage.
At present with 3e and 4e, the damage system seems to be fairly standardized into damage + attribute modifier. The only thing to differentiate using a dagger against a greatsword or battleaxe is the random d4, 2d6 or 1d8. Is this reflective of the situation or should an additional weapon loading be added?
For example, if an axe hits effectively should it have a larger weapon bonus to damage reflecting its damage dealing capacity compared to lets say a quarterstaff? For example, a fighter might deal 1d6+2 damage with a quarterstaff but the exact same fighter deals 1d8+5 with a battleaxe? Obviously, this assumes that armor as damage reduction is being used, so the majority of the quarterstaff damage will be soaked up by the armor of the defender whereas the battleaxe has that extra weapon loading to assist in breaching the armor's DR. Does the weapon loading of damage provide a suitable relationship between weapon used and armor attacked?
As a sidenote, I think a similar relationship should exist with the weapon used and the attack modifier to hit an opponent's AC. I find the proficiency bonus of 4e (providing a bonus on your attack modifier) very interesting but completely under-utilized. For example, a club is very easy for anyone to use effectively and so should receive a healthy bonus on the attack modifier [+3 for example]. A rapier on the other hand requires considerable skill in comparison. You might have someone unfamiliar with it cop a nasty penalty [-4], someone proficient with it might just break even [+0] whereas only a fighter specialized in its use gets the bonus [+3] for example.
Anyway just some thoughts between the relationship between the weapon used and hitting or the weapons used and the damage done versus an armor's DR.
I suppose the other related part of this is damage itself and how it relates to hit points. For every edition, D&D has combined two separate things into one:
- Physical damage
- Other factors such as the skill in turning a serious strike into a glancing blow, inner strength, divine favor or even luck.
I think it makes sense to split these two things into their respective corners:
- Hit points: representing physical damage
- Combat points: representing all the other factors but as well, the ability to perform particular maneuvers and skills.
The following was something I wrote a month ago but hey, tell me what you think as it applies to the concerns of damage in an encounter.
HIT POINTS
Hit points now represent the amount of physical damage a character can take before becoming incapacitated or worse. When a character loses hit points, this represents them taking a physical injury. When a character’s hit points reach zero or below, they have taken a serious and possibly life-threatening injury. When a character’s hit points reach their racial death limit or below (for humans it is -10), then they die.
Hit points do not change very much over the life and experience of a character. A character’s capacity for handling physical damage does not change that dramatically. Race as well as a character’s strength and constitution are the dominant factors. Character’s that must regularly handle physically damage also have more hit points than those that don’t.
If a character receives damage that takes them to zero hit points or below, then the character takes a serious injury such as a broken leg, blinding, the loss of a limb or possibly unconsciousness or death. The DM determines the injury and any resulting condition for the character.
If a character’s hit points reach their racial death limit, then the character dies. However, death is not always instantaneous. Sometimes a character can take several minutes to die, where unfortunately nothing can be done except to ease their pain; healing - magical or otherwise - does not work on a character on or below their death limit.
COMBAT POINTS
Combat points represent a variety of facets in combat. They represent how skilled a character is in avoiding serious injury, turning a life-threatening strike into a glancing blow. Sometimes, characters are just lucky or have a level of divine favor on their side. A portion of the number of combat points represents this too. Other characters have deep reserves of inner power, or have incredible physical or mental endurance to keep going, to be able to perform at one’s peak even when under pressure or injured. The greater a character’s ability to survive and succeed in combat, the more combat points they are likely to have.
However, combat points also represent a character’s ability to perform special or heroic manoeuvres, such as tumbling through a group of enemies untouched, cleaving from one foe into another or casting a difficult spell whilst surrounded by enemy swords. Players may spend a character’s combat points so that the character may perform these extraordinary actions in combat.
COMBAT AND HIT POINTS IN ACTION
When a character is struck in combat, the threat and the damage it could cause is subtracted from a character’s combat points first rather than their hit points. This represents the skill a character displays in avoiding serious damage that would normally affect their hit points. Alternatively, perhaps it was a character’s luck or even a deity watching over them assisting in avoiding the full impact of an incoming blow.
For example, imagine a character with a wildly swung axe being flung at their head. With a number of combat points up the sleeve, the character skilfully avoids the seriousness of the blow, the axe bouncing off of the character’s armor rather than severing head from neck; a certain number of combat points being subtracted in the process. The blow is still going to sting but after the battle, it is nothing a bandage and a kiss won’t fix.
Combat points act as a buffer and shield to a character’s hit points, but there are several times when a character’s hit points will be threatened instead with damage being directly applied to a character’s hit point tally.
HIT POINT LOSS
• If a character takes a critical hit, then the resulting damage is subtracted from both their combat points and their hit points. A critical hit represents physical damage being taken by the character.
• If a character is reduced to or has zero combat points, then any further blows will be subtracted directly from their hit points. Zero combat points represent a character being spent, exhausted or injured to the point where they can no longer reliably defend themselves.
• If a character takes damage that cannot reasonably be avoided by skill or luck, then this damage is directly applied. For example, an unimpeded fall from height would be directly applied – a serious hazard for both low and high level characters.
CRITICAL HITS
A critical hit represents an attack that seriously threatens a character. The damage from a critical hit is subtracted from both a character’s hit point tally and combat point tally
Determining a critical hit is similar to third edition whereby the skill of the attacker and the type of weapon used are a factor in successfully performing a critical hit. The Critical Range of a weapon represents the numbers whereby as long as a hit is successful against a target, a critical hit may have been made. A Confirmation Roll is then made. If this confirmation attack is a successful hit against the target, it means that a critical hit has been made.
HEALING HIT POINTS AND RESTORING COMBAT POINTS
The healing of hit points and the restoring of combat points happen at different rates. Hit points are slowly recovered naturally. It can take many days to many weeks to naturally heal the severest of wounds and injuries. The restoring of combat points on the other hand is relatively fast. A character might need a short rest to clear the wits or a slightly longer rest to be back to one’s best in terms of combat points.
The aim is for the system to allow continuity in a game whereby there is a lessened reliance on a character devoted to healing such as Clerics prior to fourth edition and on healing wands and potions. Characters may continue on adventuring, knowing that their combat points will be quickly restored, allowing them to fight effectively, even if carrying a minor wound (a small amount of hit point damage).
In doing so, the game neatly stratifies the health of the characters, so that players can have their character’s behave in a heroic but realistic manner. There are several points aside from unconsciousness whereby characters can react to the danger present, changing tactics to suit the level of threat.
For example, a character with almost full combat points and hit points is going to be going hard and going strong, trying their hardest to have an immediate impact upon the encounter. A player whose character is at low combat points is going to be much more wary, knowing that they are just a blow away from having their hit points totally exposed to the enemy.
A character who has taken hit point damage is also going to be cautious, knowing that another critical hit could cause serious injury or even death. It is hard to imagine characters enjoying such injuries and so players will be more inclined to take defensive action if serious hit point damage has been sustained. A player whose character is at zero or negative hit points is going to try everything possible to have their character avoid getting hit and thus sustaining either another long term injury or even death. Long term injuries can be costly in either time and/or specialized healing. Death is obviously the ultimate cost to the player and hopefully something that can be avoided if players take on board the various health cues available and suitable tactics based upon this. Combat should be more involved than the repeated whittling of hit points until unconsciousness of previous editions. Allow combat to be heroic but also somewhat realistic at the same time.
Best Regards
Herremann the Wise