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Bringing Back the Fighting Man
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<blockquote data-quote="Lanefan" data-source="post: 9451976" data-attributes="member: 29398"><p>For me the biggest mechanical issue arises when, in a system like ours that has possible fumbles, any swing can potentially (if rarely) cause the attacker to break a weapon or have some other calamity occur. As such, it's essential that every swing gets played out and that seemingly minor combats don't get skipped or hand-waved; because even the most trivial of combats can have long-term consequences if you're unlucky.</p><p></p><p>Never mind that even in what seems like a trivial combat the foes can get lucky and string some criticals together, turning what on paper was a cakewalk into a desperate fight for survival.</p><p></p><p>Related, but tangential: one thing that's always bothered me (and in our crew I'm not alone in this) about how D&D handles damage is that with enough bonuses from strength, magic, etc. you end up with what seems a ludicrous situation where someone with, say, +10 to damage does either no damage at all or at least 11 points. There's no middle ground where that attacker can hit for just a 3-point nick or graze, and that just ain't realistic.</p><p></p><p>Our solution: if you roll minimum damage (as in, 1 on any single die, 2 on 2 dice, etc.) you add all your bonuses and then roll a die of that size to determine what you actually did. Thus, in the above example the attacker would roll a d11 and that would be the damage actually dealt. And yes, this very intentionally means that a +3 weapon can still on occasion only do 1 point of damage.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9451976, member: 29398"] For me the biggest mechanical issue arises when, in a system like ours that has possible fumbles, any swing can potentially (if rarely) cause the attacker to break a weapon or have some other calamity occur. As such, it's essential that every swing gets played out and that seemingly minor combats don't get skipped or hand-waved; because even the most trivial of combats can have long-term consequences if you're unlucky. Never mind that even in what seems like a trivial combat the foes can get lucky and string some criticals together, turning what on paper was a cakewalk into a desperate fight for survival. Related, but tangential: one thing that's always bothered me (and in our crew I'm not alone in this) about how D&D handles damage is that with enough bonuses from strength, magic, etc. you end up with what seems a ludicrous situation where someone with, say, +10 to damage does either no damage at all or at least 11 points. There's no middle ground where that attacker can hit for just a 3-point nick or graze, and that just ain't realistic. Our solution: if you roll minimum damage (as in, 1 on any single die, 2 on 2 dice, etc.) you add all your bonuses and then roll a die of that size to determine what you actually did. Thus, in the above example the attacker would roll a d11 and that would be the damage actually dealt. And yes, this very intentionally means that a +3 weapon can still on occasion only do 1 point of damage. [/QUOTE]
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